I have one big question bfore I download this. Is it a modpack that can be played without a preset scenario? Random maps and so forth?
I have one big question bfore I download this. Is it a modpack that can be played without a preset scenario? Random maps and so forth?
Why are watermills removed? They were the prime source of energy during the middle ages, so it seems a bit weird to have none.
Also, concerning Into the Desert: I still don't get how one can play the Calabim and then the Malakim version?
Does the .exe file require a certain program to start installation? when i try to use it, all it does is ask if i want to select a program to open the file.
Patch "r" is linked in the first post. It will not break save games and makes the following changes:
What exactly was removed? Workers are pretty much required... Hawks were removed? Or, alternatively, do assassins simply not attack these units any longer?[to_xp]Gekko;7652028 said:I'm pretty sure this no longer works. people used to always use hawks and workers to guard against assassins, so this was taken out in a later version ( 0.34 IIRC )
What exactly was removed? Workers are pretty much required... Hawks were removed? Or, alternatively, do assassins simply not attack these units any longer?
Thanks.
Already did that and it doesn't work.You would need to replay the first scenario, Fall of Cuantine, and make a different choice at the end.
Already did that and it doesn't work.
I'm repeating the same thing over and over, but I think it is a very bad idea to tie the ability to play a scenario to having played other ones before. Particularly when here it's not straightforward to just use a Play Scenario/Open Worldbuilder workaround.
Not when it serves a purpose.Why? Having chained scenarios (one must be completed before you can go on to the next one) is a pretty standard convention of role playing games, rts games, fps games, just about every game that offers chained scenarios. Do you disagree with those as well?
which means it's common, it doesn't mean it's a good idea, a must have or that it is always well implemented.Having chained scenarios is a pretty standard convention of every game that offers chained scenarios
That's fine. My biggest gripe here is that, even replaying the scenario, I'm still unable to play the Malakim version of Into the Desert. I can always hack my way through the rest if I want.At least I understand your position, though i respectfully disagree.
I can understand this too. However, to me games have to have replay value, and so doing better the next time is almost a must for me to play a game, unless the game provides alternatives for flavor (much like ffH2 does with its varied civs).I seriously dislike having one scenario affect my strength in the next. I would constantly feel stressed about not doing well enough.
Games that use such systems have several ways of achieving this: Some games make the levels tougher if you are tougher (f.e. in the old NetHack game, the level of monsters is half your level + the dungeon level, so the stronger you are, the stronger the monsters). In Fantasy General, there's only so much gold you can have, and losing any unit you can't immediately replace is almost always proof of bad play. Some games limit the number of units/item you can keep with you for the next scenario. In Wesnoth, you can recall units but need to pay for them, so they don't come for free. Furthermore, you retain only a portion of the gold you had. This game does sometimes force you to replay the previous scenario to get more units, but I think the farthest back I ever got was than 2 scenarios out of a dozen, in one of the 5 or more campaigns I played. So it's possible to have mechanisms that balance the game. Note this is the very same problem as being unable to beat a level/scenario, or being unable to get past a certain point in the game. Also consider that Civ is definitely unbalanced based on sheer luck when you pop 3 techs out of goody huts early in the game vs. getting attacked by 3 barbs, and this is actually harder to balance. Play an MP game against someone who pops bronze working early on when you just uncover a map of the ocean...And out of a designers viewpoint, how do I make sure this map is fun and balanced, and not too easy and not too hard when the player might come to this map with 10 units and 200 gold, or 100 units and 5000 gold. How do I entice the player to continue? Do I want to force the player to replay from the first scenario just cause he noticed that what he now have on map 5 isn't enough?