Afterworld : Tips (Mild Spoilers)

Cam_H

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Preamble

I’ve played through this scenario a couple of times, however have not dissected the coding behind the mod and therefore offer this outline from a non-technical perspective. While hardly as ‘strategic’ as standard Civ4, there is strategy involved as the units each have differing strengths offered through the range of promotional upgrades and it’s up to the player to balance these differences effectively. I believe the information outlined below is accurate, however I’ll gladly correct any errors.

I have been mindful not to spoil too extensively in the outline below, although much of the advice may be considered by some to be perhaps too revealing.

The Afterworld scenario that comes with Civ4: Beyond the Sword hasn’t grabbed everyone’s favour with too much monster bashing and not enough interesting missions, but technically it could be argued to be a triumph – great artwork and atmosphere, and conceptually a huge leap from the core game. Personally I think that it’s a fun and interesting diversion from Civ, taking on a bonus ‘mini-game’ role in the BtS expansion.

For a brief word on the scenario, see the Tim McCracken commentary at the Firaxis website where it’s explained that “a planet full of the human robots, GoLeMs … twist into malformed beasts. The universal government sends some scientists to observe what's going on. Yeah....they're eaten. So then the big guns (that's you) are sent in to grab the scientist's untransmitted research.”

You begin the scenario with five Gravebringer units, and it’s worth noting from the outset that if you lose a unit in battle the game ends with a loss.

Touchdown

A fairly lengthy opening sequence introduces the squad members in the scenario and rather ambiguously sets out the plot.

Jal, our squad leader explains that the squad must reach a terminal to access the scientists’ research report (‘the intel’) where she will upload the data.

Within a few turns of landing the team debate the ethical options of how to handle the local wildlife, but it’s soon clear that they’re dealing with hostiles. ‘Bleeders’ are relatively weak units, and it’s really quite a challenge not to make it through the first mission alive! This part is valuable however as it is an easy way to rack up unit promotions, and this is where you can start to specialise the roles of your squad members:

Jal

The squad’s leader is one of two units that has the Repair function (the other being Riest) – effectively operating as a medic. Units will gradually self-repair ‘under their own steam’, however having a Repair unit in the adjacent tile will rapidly move things along. Generally even if a recovering is attacked by Bleeders, its rate of recovery if adjacent to a Repair unit will be faster than hit points are lost. The top tier Repair III promotion allows for full damage repair for any character within the provider’s ‘zone of control’.

The other promotion of particular note is Enhanced Acceleration, again one shared by another squad member in Atticus. Acceleration promotions allow for extra movement as well as ranged shots fired – very valuable in this game. Enhanced Acceleration provides a fresh set of movement points for any character within the provider’s ‘zone of control’. Highest level possible promotions;

Repair III
Acceleration VI
Inhibitor
Perception III
Weapon III
Combat Integrity VI
Detonator III
Enhanced Acceleration​

Directing XPs and promotions to Jal by allowing her to finish off damaged Bleeders to pick up Acceleration, Enhanced Acceleration, and Repair functions is arguably an effective move at this early stage.

Sever

Particularly unpopular with Ragah due to Server leading a past mission where lives were seemingly sacrificed with apparent little regard, Sever does offer a tremendous skill to the group in the Shadow Walk promotion where he temporarily becomes invisible to other units (refer. ‘Spy’ in Civ4 terms). Consequent to Shadow Walk is the Silence Target promotion, which may kill off ‘minor’ enemies while in Shadow Walk mode.

Acceleration VI
Perception III
Weapon III
Combat Integrity III
Detonator III
Shadow Walk
Silence Target​

With the capacity to become invisible, and promotions up to Acceleration VI, Sever can later act as a compelling reconnaissance-type unit.

Ragah

Think ‘Schwarzenegger’; starting with 12 hit points to the others’ 10, Ragah is the toughest squad member and best able to take direct hits. While making a great versatile fighter, he has a unique promotion path that leads through Anti Matter Unit Launcher upgrades to the Metabaric Detonating Aura.

Acceleration III
Perception III
Weapon III
Combat Integrity VI
Detonator III
Anti Matter Unit Launcher III
Metabaric Detonating Aura​

It’s not that important that Ragah gets too many of the early available XPs, which would instead be arguably better directed to Jal or Reist for Repair promotions. The Anti Matter Unit Launcher promotions can knock a single enemy's hit points back a lot, which is handy from the mid-game.

Riest

In stark contrast to ‘GI Joe’ Ragah, Riest’s dialogue contribution pretty much boils down to a whimpering blub. A reasonable ‘all round’ unit, along his upgrade path is the Project promotion that allows a short distance teleport.

Bug Alert: Another promotion of note is the Spawn Sentinel capacity – this appears to be ‘bugged’ and there is no apparent benefit in pursuing the two follow on promotions; Spawn Sentinel II and III, as you will only get the ‘lightweight’ level one version (until there’s a patch produced to fix this).

These summoned Sentinels may be of some marginal use as decoys, in that enemies will seek out the weakest unit and with a reasonable chance of withdrawal the Sentinel can attract enemies within firing range of squad members for easy XPs.

Finally, like Jal, Riest can access Repair promotions and perform medic functions.

Repair III
Acceleration III
Perception III
Weapon III
Combat Integrity III
Detonator III
Project
Spawn Sentinel III​

Atticus

The oldest member of the squad, Atticus reflects on his past and has insight as to the predicament of the creatures in the world that the team is navigating. Atticus has a number of unique promotions, although unfortunately many of them appear to be worthwhile for dealing with only the weakest creatures. Like Jal, he has access to the Enhanced Acceleration promotion that refreshes movement points. Control Target, like Riest’s Spawn Sentinel, allows the squad to control a decoy unit to attract enemies or engage in some reconnaissance. Inhibitor is only ‘so’ effective, but can be handy in occasional instances such as blocking a doorway with a Bleeder in case the squad chooses to heal.

Acceleration III
Enhanced Acceleration
Inhibitor
Generate Barrier
Control Target
Perception III
Weapon III
Combat Integrity III
Detonator III​

Overall, while most upgrades may be of some value, the early stages of the game should arguably see units promoted with Acceleration, with Jal and/or Riest also taking up Repair promotions. While the Bleeders don’t do too much damage, it may be possible for a Gravebringer who strays too much from the squad to become the subject of repeated attacks and prospectively run to dangerously low hit points. Along the way, the squad members should share around the Isogen Mechanisms from the Isogen Consoles. Jal and/or Riest should in likelihood be the ones to benefit from the few Isogen Upgrade Consoles that provide a small amount of bonus XPs for Repair in addition to more general promotions.

It’s also possibly worth recognising that like ‘standard’ Civ, selecting a promotion will restore some lost hit points to damaged units.

Once the squad has reached the Reconnaissance Device point, Jal will upload the research report to her system. More XPs are on offer as ‘Security’ is alerted to the activity, and again it’s an opportunity to divvy up these XPs so there are no particularly weak squad members on one hand, while specialists can pursue promotions pathways.

Transmit the Report and Beyond

With the report in Jal’s system further information has come to light about what may have happened to the GoLuMs. The squad must seek out the Deception Beacon to throw the now alerted Security off course, and make their way to the appropriate terminals allowing Jal to transmit the data to Augustine (presumably a spaceship?) while simultaneously jamming the Security efforts. During the mission, the squad will start encountering tougher enemies; ‘Rabid Bleeders’ (Green) are better skilled and stronger versions of ‘Bleeders’, and ‘Savage Bleeders’ (Red) are stronger yet at 7 hit points each, and in numbers will threaten the squad’s survival.

The squad should now have a range of promotions that allow for quick movement and quick healing. Maybe some promotions have gone to Detonator or Combat Integrity, however in my early experience I have not seen that much value from these. Isogen Consoles become reasonably plentiful, and Isogen Mechanisms should be used in times of alarm if squad members’ Enhanced Acceleration or Repair skills aren’t at hand. The team will run into their first Feral unit while collecting the Deception Beacon, and this creature should be able to be dispatched of if handled as a team and using ranged rather than hand-to-hand combat.

There are various promotional paths to take, although possibilities include a focus on Acceleration promotions and then Perception and Weapon, allowing the team to move quickly and used ranged weaponry well. Another possibility is to buff Ragah with the Metabaric Detonating Aura, and support him with Enhanced Acceleration from Jal and Atticus, allowing him to deal with groups of enemies in a single blow followed by a quick escape.



Another small glitch to note is that when wanting to transmit the report up to Augustine, Sever is unable to initiate operation of his jamming station if in Shadow Walk mode (eventually runs out and returns Sever to ‘normal’ mode where the operation can commence).

Sever goes on to play a special role from this stage of the game, reaching a series of beacons to assist the rest of the squad. The point to appreciate here is that as Sever reaches each beacon a previously locked door is opened, allowing him to progress. He must stay alive in order to release the Barricades and therefore must be handled with extreme care.

Once the Barricades are lifted, the squad would be well served by taking a very gradual and considered approach to traversing its way through the compound. Weakened squad members are targeted by the enemies who are partial to ‘gang tackling’. Attack with ranged weaponry then retreat (rinse and repeat) is advisable here. There are further challenges ahead, however the squad should be sufficiently promoted and resourced to tackle these obstacles in whatever shape they may come provided attacks are done so in a largely co-ordinated manner.
 
In the beginning, the game was so easy that i sent each squad member to a different direction. After a while, Bleeders start respawing right behind you, and then i had to use all my itens to stay alive. Offcourse, when i got to the army of str 7 zombies ahead, i died.

Im playing again, moving everyone togheter and keeping LOS to every direction, and its being much easier (slower though).

IMO the first thing to do is upgrade everyone' speed. After that, LOS and Range for ragah, speed promotions for Jal and Atticus, and i dont remember the rest. Im not done yet with this scenario, but damn this is way too cool :D
 
I think it's a pretty cool mod. The concept is enough to base a game engine around. The characters should have more voice acting done to really bring them alive. Some canned cut scenes would be nice too. Add more variety of enemy units and some friendly units that are expendable and you would have a pretty cool game.

The only problems that I ran into was when it moves the camera it is too disorienting. It took me a while to find my units again after the camera moved to spotlight a new enemy.
 
Another tip: Use ranged attack all the time instead of normal attacking. You can destroy units, still get the same XP (if not more), and don't get damaged, all for using just one more MP (for a Bleeder, not sure about others, haven't gotten that far yet).

Question: Does this scenario have a turn limit at all?
 
Another tip: Use ranged attack all the time instead of normal attacking. You can destroy units, still get the same XP (if not more), and don't get damaged, all for using just one more MP (for a Bleeder, not sure about others, haven't gotten that far yet).

Question: Does this scenario have a turn limit at all?


Yes, it does. I got the message that I had 100 turns left about 3 turns after I found the entity.
 
What happens if you hit the turn limit?

I know that if you spawn a city and leave it there for a couple of turns while not moving your squad at all, you'll get the Conquest Victory movie, followed by the "A Gravebringer was disabled. Mission failed" thingy
 
Sever goes on to play a special role from this stage of the game, reaching a series of beacons to assist the rest of the squad. The point to appreciate here is that as Sever reaches each beacon a previously locked door is opened, allowing him to progress. He must stay alive in order to release the Barricades and therefore must be handled with extreme care.

Once the Barricades are lifted (...)

I have a difficulty in this part... I got Sever to a beacon but I do not see any barricades lifted... can anyone help???

I really like the game dynamics (or should I say scenario?) very much but it's easy to get confused as it is (too) dark and it's not easy to tackle the camera views. And what a pitty there is no zoom out (like in regular BtS)
 
I'm having the same difficulty as Luther_Saxburg. I reach the terminals but don't see a barrier lifted. Have killed countless bleeders, savage bleeders and a number of Supersized bleeders who start as 20's then after killed, become 25s... all five of my squad members are alive and are heavily promoted but don't seem to be able to do anything except wonder around...
 
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