Author |
File Description |
Mapppp (id: Jimmy2) |
Posted on 01/28/08 @ 10:43 AM
File Details |
Number of Scenarios: |
1 |
Difficulty: |
Moderate |
This scenario is about a disasterous battle between the Israelites and the Philistines. As Israel, your objective is to recover the ark before the Philistines get it to their camp.
This scenario is a tug-of-war scenario, somthing I haven't ever seen in AOE. However, it was hard to make the AI cooperate, so there could be some errors. If you see any bugs, please report them here so that I can improve this. |
Author | Comments & Reviews ( All | Comments Only | Reviews Only ) |
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Dean McCullough |
Posted on 01/29/08 @ 06:10 PM
Really, the AI's "tug" isn't really all that effective. He usually only moves the ark a lttle bit each time he gains control of it.
To be honest, I don't see any way to get the AI to cooperate on this one, unless you make some large changes to your map. The pathway back to the city from the ark's area is really cramped---the AI has problems moving troops through cramped areas.
Take another look into this one, and tell me when you'd like a review. |
Mapppp (id: Jimmy2)
File Author |
Posted on 01/29/08 @ 07:13 PM
Thanks for the heads up. I had an alternate AI, so I'll se if adding that in helps. Also, when I create custom AI files, do I have to inclue them in the zip, or can I just select them on the editor and upload without them? Because I did have an AI that was more agressive in getting the artifact, but I didn't include the file. That could be the problem. Either way, I'll eventually update this after some playtesting. |
Dean McCullough |
Posted on 01/30/08 @ 11:43 AM
You can just upload it within the editor. When you upload it here, it should come within the scenario.
I usually include the AI file anyway. Not sure why, I just do. |
Dean McCullough |
Posted on 01/30/08 @ 12:05 PM
Oh, and by the way, this is the 2000th file to be uploaded to AoEH.
Congrats I guess. |
Urbackyard (id: urbackyard) |
Posted on 03/22/08 @ 05:59 PM
are you updating this? |
Mapppp (id: Jimmy2)
File Author |
Posted on 03/24/08 @ 07:14 PM
I'm actually not sure about updating this. It seems like a lost cause because no matter what I do, the Artifact just sits idly-no "tug" at all. This probably happens because the map is too cluttered for the AI to navigate. Also, the enemy never attacks. It scouts a little bit, and that's it. If I could get some per. help, I might be able to make this work. If anyone is skilled with per. files and wants to help, just post here. |
Urbackyard (id: urbackyard) |
Posted on 04/06/08 @ 03:44 AM
i'm not too great with pers m'self but im sure if you study them a bit you will understand. i know for sure there are some command lines you can put in the per. script to make the computer bring back the artifact. make sure you download 'Per Edit' from the granary, as it will help you out alot. you won't even need any experience whatsoever to use it. |
Mapppp (id: Jimmy2)
File Author |
Posted on 08/17/08 @ 08:02 PM
I am seriously considering revising this and updating it if I can figure out the AI. Any tips with AI artifact gathering and AI attack patterns would be greatly appreciated. |
rakovsky |
Posted on 09/17/20 @ 01:40 PM
Jimmy,
My understanding is that your primary aim was to have the Ark wait for a while in the valley and then to roll back to the Eastern enemy base, so that you have to build up a force and capture it before it gets to that base.
Since there is no "wait until Time X" command in ROR, you are stuck with either making the mission so that
(1) you capture the ark while it just stays stopped in the valley, like it currently does. For this, you can add in an Artifact VC timer so that you have only like 4 minutes ("2000 years") to get the Ark, which would resemble the author's intent where the ark stays for a while in the Valley, or you can make it a timed mission that would make the Red team win after X amount of time unless you win first by meeting a VC of getting the ark. OR:
(2) you design the Scenario better so that the AI immediately takes the ark to its base AND you start with a cavalry and horsebacked attack party at your base so that you can reach the ark before it plods all the way back to the Red base. For this you would probably have to add in a Red Town Center (right now it looks like a Brown TC overlapping a Red house) and straighten the Z cliff maze; OR:
(3) The ark starts at the Red Base, and you have to build up a force to get it back. For this, you would have to get rid of the Instructions and any VCs saying that you can't let it get back to Red's base.
I think that you wouldn't want Option 3, because you said that you wanted the Player to get the ark BEFORE it gets to the enemy base.
I think that Option 1 makes the most sense because you wrote in the Hints section that the AI will keep the ark sitting in the valley for a while and to build up your forces quickly. If the ark was immediately taken to the Red base, you would not have a real chance to build forces to take it back. You did not give the Player any buildings that would make cavalry or horse archer units that could reliably outrun the ark on its path to the red base if it went back directly.
I made a thread on the forum discussing ways to fix the Scenario:
https://aoe.heavengames.com/cgi-bin/aoecgi/display.cgi?action=ct&f=4,6672,,10
Actually, since the Scenario is probably beatable the way that you have it, it is probably not a totally broken scenario. The Scenario works enough for you to beat it, which is better than I have seen in the 5 scenarios that I tried to fix (eg. "Drusus and Tiberias"). |