a campaign by: This is the story of Fendle De Crem. He grew up happy in the Mountains of Northern New England. Yet this story begins as Fendle's life takes an unsuspected turn he was not prepared for. With nothing left for him at home he sets out to find his fortune. Yet with a bitter hart has set his table with the devil, to play his game and test the wit of his minion.. With his cousin Curade De Coop and his loyal hound Breuart they make their way into a word just waiting for green horn Mountain men. Still Fendle has pulled out all the stops and is ready to roll the bones for all the spoils. Yet will it be enough. And when will he recall the words of his mother, and remember one life's greatest treasures. My March date for part 2 is a bust, as you may have noted as scenario designers this level of finish is a marriage till the end. Yet I have some exciting (build and destroy) planned with a new and different AI and game play, and have been working with many more moded units, lighting, and terrain textures, as well as new trigger surprises. I simply can't wait for you to enjoy, but for now have fun with Fortitude Part 1, and if there are things you would like to see implemented, let me know I'll see what can be done. Fortitude was roughly mapped out in bare bones in a twenty minute manic episode, (I find the potentcy of ideas and images to be much stronger at these times). I prefer to work with limited refinements, though I dont suggest it, it dose allow me to stay close to the editor and keep an edge with the design and triggering and not get to bogged down with story theatrics. Yet my most successful venture Temple of the Sun was not of this model it is my preferred work style. I do enjoy build and destroy yet creating and playing original type game situations may keep me busy for some time to come. I love realism and fantasy, but not fantasy with out realism. This quest eventually takes me to the trigger editor. I work my triggers (for rpg) with the first on. The rest are off and the use the fire event to guide any number of impulses with fair control. Some of my system use two and three hundred triggers, running at any given time in strings with out lag, this is not unheard of. With a set naming system I can block them out rather quickly and after forgetting them go back and find what I want with out the frustration. With Chapter 3 Opportunity Knocks I was reminiscing of aoe II city maps I had played and how some of them where so big. I wanted to create a citys that filled a big map and had an interesting exploration plan, realistic day to day life with out the fruitless walking. For this endeavor to be pulled off nicely I would need some ideas and information. I am lucky to be located near the historical city of Salem Mass. Using a layout modeled on this city and old maps and some investigation, I was able to employ a rhythm of building style similar to this very interesting place. This is not always the easiest thing to do, yet all the objects really helped. Not just to fill the map but to learn the story behind them imagining them in all aspect of design and game play. I will at times stop a building push to go play with a set of units and see how they fit together. Its this curiousness even when trying to finish a thought that can flourish some of my best ideas, and lose them. One idea I had for Chapter 2 was a code at the end of the game tallying what you have acquired during the scenario, and in the next scenario asking for this code to get back what you had. Yet alas this was beyond my means. A lot of these ideas like the karma control- as I begin plotting I realize the scale of multiplicity and settle for a scaled down version, a microcosm of my original idea. Yet these ideas only play out because I have had eyes bigger than my stomach so many times I know to scale down the original idea before I even start. Alright guys happy motoring. [This message has been edited by sziggi (edited 03-23-2006 @ 02:43 AM).]
Fortitude is a campaign consisting of four scn. and five cinematic. It contains many types of game play and is based in a rich rpg setting. From picking one of the feuding families to Chatueka's fierce battles, your skills shall be tested, along with your decision making and puzzle abilities. Frostbite systems, buying of property, jobs and relationships, also a karma control system give your decision new weight and add a level a replayablilty to Chapter 3 as well as Chapter 2 and a creative type difficulty to Chapter 4.
Contained in this file is also a Proto with a few hundreds new objects for the scenario editor, (thanks ES), please make use of them. I would like to see this file become part of a standardized file we can all use for are scenario. Any question about game play, this would be the place to ask.
Designer Notes.