Going Viking (Conquests)

here's, imho, what i can say from just a bit of playing :
- it lacks description (civilopedia, leader & scenario) which could help clarify various points (ally)
- you should have another boat to explore much easily (beginning the game with a few units ready is a good point but having to guess what are the opposing forces minimish this - more reco or consider making the entire map revealed from the beginning)
- a detail but, wash the science interface of all that is not useful (industrial and arrows)
- begin the game with a town and the chief hall already build
- begin the game with a bit more advatage than just a fish bonus ressource
 
thanks for your feedback Arghis
1.-civilopedia is something that I will do it's just that it was never a priority.
2.-When someone researches navigation the map is revealed -this tech comes early also.
3.-ok
4.-good idea I will do this for the next version, saves a lot of "wasted" turns.
5.-do you mean food bonus advantage to help population growth, or some other advantage?

Arghis said:
here's, imho, what i can say from just a bit of playing :
- it lacks description (civilopedia, leader & scenario) which could help clarify various points (ally)
- you should have another boat to explore much easily (beginning the game with a few units ready is a good point but having to guess what are the opposing forces minimish this - more reco or consider making the entire map revealed from the beginning)
- a detail but, wash the science interface of all that is not useful (industrial and arrows)
- begin the game with a town and the chief hall already build
- begin the game with a bit more advatage than just a fish bonus ressource
 
5.-do you mean food bonus advantage to help population growth, or some other advantage?
yes, why not cattle or another bonus resources (no strat res - imagine that they bring the catlte with them ...), something a bit more interesting to help early development. cause from what i've seen, there is many people near.
Or give another worker for instance.

i had some difficulty figuring what to do in fact. Should i explore, or should i attack immediatly (not knowing what can be the forces of my opponents).
i choose to explore. i will make other try to see. :-)
 
@Arghis - In the next version each viking faction will have a couple of Thralls as starting units - these are slaves that will operate as workers only slower.

@Still-Smokin - I don't think I can do a slim line version without using a smaller map. I cut the local factions down to 5 (grouped as Anglo Saxons, Britons, Franks, Irish and Scots) and reduced the number of cities on the map but the speed did not improve noticeably. I plan on running this scenario as a PBEM where the speed is not an issue if you or anyone else is interested.
 
UPDATE:
A new version is now available for download on the first post. I have gone with many of Arghis' suggestions and made a good few tweaks for sake of gameplay. I have tried to address turn speed and I think I've had some success. The civilopedia has also been fleshed out a bit. There's also a new unit graphic for Viking Champions in order to differentiate them from Huscarls.
 
I like this scenario a lot. Some bugs tat need to be fixed, or if you know what i can do to fix it on my computer. Ive tried playing as 3 civs so far. With Guthorms vikings the game closes as soon as I build the Chiefs Hall. with the Skullsplitter vikings it wont go past June 860, and with the Bloodaxe vikings it locks up in March 860. With both of them ive left it open for half an hour and it just doesnt go anywhere. Do you know of a way to get the time for the compuyters turns to go down, ive turned off all animation and everything and each turn just takes way to long. But I really like playing this so im trying to get through it. Also what does Blood Oath do, there is no description for it in the civlopedia. With the wonder you get with Navigation how come its free? and it didnt add movement points to my naval units either. I hope you can fix these problems and release a new version, as i really like playing this so far and would like to play a version that plays better. Or if its just something i can change on my comp let me know
 
@apopholeus813 - sounds like you have an older version of this scenario, you can download the latest version on the first post. You shouldn't have to build the Chief's Hall now it's pre-built in your capital. Blood Oaths enables alliances with other viking civs.
 
I downloaded this and have the following to say:

-graphics: very nice
-civpedia: I only testran it, so I didnt look for much, but there are no civ descriptions...

-gameplay: some of the AI viking civs just stick to their 1 starting city. Same for Normandie civs. Also it felt like the Ai had slower expansion than normal, but I suppose some of it is linked to the tech tree, with colonists being not a unit you can create from start

I played it on warlord, by accident, so my observations may not reflect how the game progresses at higher levels.

One thing about the starting lineup: hirdmen are decent units, raiders are not
I built a bunch of them to gain booty, but during my play (skullsplitter) I did not have 1 single victory with them.

Irrigation not available as worker action from the start? Is this a correct observation?

I think the expansion rate for all civs is too slow with the tech setup - it may be to reflect history, but I felt like I spent forever in the start waiting for techs to complete to be able to actually build units. A little later, I noticed that you have 540 turns in game, so I guess I am ok with it - as I realized that given the nature of the ai expansion, the viking civs that started on smaller islands would see the mainland quite covered with settlements very fast...

I was playing the latest version available, downloaded saturday or sunday.

Edit: I also noticed that the game slows down after a while - and I wonder what this is related to. All of a sudden, I experienced much longer IBT waits. That is not something I am used to with 512 mb of ram, 128mb of videocard, and 1.7Ghz for decent civ speed....

my 2 cents, hopefully meaningfull comments
 
Paalikles said:
I also noticed that the game slows down after a while -
Yes, I also noticed that. Compared to the earlyer version of this scenario this is runnig slow very fast. :)
 
I will remake it. Turn time, research time etc will all be faster. More starting units for vikings including a settler. Basically more action with less boring stuff. How does that sound?
 
KingArthur said:
I will remake it. Turn time, research time etc will all be faster. More starting units for vikings including a settler. Basically more action with less boring stuff. How does that sound?

Well, guess what ? Makes you a good salesman !
 
Ok I've improved the gameplay but I still have the slowdown problem. I don't know what it's to do with, perhaps it's the number of units in the game (all those autoproduced hirdmen might be adding up) but it just seems to get slow all of a sudden it's not a gradual thing. I'm going to run it in debug mode and see if I can pinpoint the problem.
 
Improvements:
New resources: slaves, honey, dried fish, flax

New "buildings" which autoproduce treasure units (like the Age of Discovery conquest): Weaver (produces treasure from flax resource); Slave Trader (produces treasure from slaves resource); Fur Trapper (produces treasure unit from furs resource). These treasure units open up new strategic options since it is not only the raider unit who can produce treasure units).

Other buildings: Fisherman (more food from water); Shipwright (veteran sea units); River Mill (increases production);

New units: Thrall (slave, slower worker but doesn't cost any gold to maintain - requires slave resource. The viking chief units now enslave to create thralls); Shield-Maiden (good defensive unit comes with Settling); Uflserker ("Wolfskin", good attacking unit comes with warrior cult); Praying Monk (artillery unit for the non vikings); Saint (more powerful artillery unit for non vikings);

Other changes: added the faroe islands to the map; increased movement cost of ocean to 3.

I've tweaked a lot of other things such as starting units and appearance of resources but you'll have to wait for me to fix the slowdown problem before I release it.
 
Good One, my only problem is--you may have already guessed it--slowing down. As well, I don´t have a timeline, I just get the information that it´s Dec.--no year, no proceeding months. Can you help me out, I can´t fix it in the editor.
Keep on STRANDHÖGGING!
 
Pass the mead and kick some arse! I cant wait to go medieval on these suckas! ;p

Thanks for the sweet mod of rapine and plunder!
 
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