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Sloth
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If it can be converted to FW BeBro will not be the only one interested!
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Xin Yu
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Emeryville, CA, USA
Jan 1970 time: 21:13
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Tried several turns and looked at the rules.txt and events.txt file (sorry ).
Cannot open the scenario directly. Must open another scenario or saved game, then quit, switch to it. Don't know the reason but I suspect that some parameters were out of normal range (that's why I looked at .txt files).
Graphics are terrific. Sounds are interesting (although I don't like monster sounds). Really gives a flaver of battle tactic -- it is crucial to get to the mountain/hills/forest squares first for defense; once the enemy enters town area you will suffer a lot more. Suggestion: how about for each building killed the Order lose some money? Better than giving cities the same names (when you use up/down arrows to manage cities only one city out of the sevaral same name cities appear, quite inconvenient).
Scenario seems unfinished. It is impossible to win unless the AI does stupid things. The only possible way to attack the island city is from air. You only give one air (heli) unit (Draklore) by event at turn 300. Skeleton has x2 vs air flag so if the city has a skeleton inside it you cannot win. Even if you do, the next turn the AI will rush build another unit, so you still cannot take the city. Draklore cannot attack each turn since it needs rest.
Defense issues:
North Outpost can be defended if you are lucky. The enemy has 6 skeletons. Rush build two knights for attack and move the two crossbowmen out of the city to forest squares (need some luck). Together they will kill or severely damege the skeletons and buy you more time to rush build another knight to kill them all.
West outpost is doomed. Quickly move all your crossbowmen from nearby cities to the mountain and hills squares behind it to set up a defense line. No need to put units in cities -- the cities are safe since building units will produce ZOC.
Move the three crossbowmen in the south to the same fortress and watch the enemy die.
After setting up defense on mountains, hills and forest squares along the west border (later you can retake the fortresses and fortify units there), and also several crossbowmen on forest square north to the North outpost, the chaos will never get into the cities.
several skeletons are in the middle map at the beginning. Build knights to patrol the land and kill them.
Most chaos cities only have one defender, so you can take them easily with Jairus.
Less skilled players can give up the western part of your territory (let the cities be destroyed) and set up defense along the central mountains. Jairus and his cohorts can go for the chaos cities instead of trying to rescue your own cities. You can take all but the island chaos city in the first 30 turns.
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