[This message has been edited by alincarpetman (edited 08-13-2014 @ 12:56 PM).]
[This message has been edited by alincarpetman (edited 12-05-2013 @ 06:04 PM).]
[This message has been edited by alincarpetman (edited 01-18-2015 @ 08:59 PM).]
[This message has been edited by alincarpetman (edited 05-28-2017 @ 03:48 PM).]
[This message has been edited by motter28218 (edited 01-31-2017 @ 11:31 AM).]
Node (territory) // Scenario map // Skirmish map
Desert's Edge // (owned) // (never lost)
Azar Harif // Defense of Azar Harif AC2 // (2)Kalahese Desert (game over if lost?)
Meeting Grounds // Tale of the Lost Vinci AC7 (Pulitore) // (4)Mount Tola
Bright Lands // Ruin Raiders AC3 // (2)Summer's Heat
Southern Dunes // Hundreds by Night AC11 (Belisari & Queen Salamanders) // (4)Dark Chasm
Ashen Waste // (4)Mount Tola // (4)Mount Tola
Shining Desert // (2)Summer's Heat // (2)Summer's Heat
Cold Sands // Goods Recovery (escort Vinci trucks) AC5 // (2)Summer's Heat
Temple Sands // The Ancient Temple AC6 (Marwan) // (2)Summer's Heat
Nest of Dragons // Nest of Dragons (Thuran) // (2)Elder's Rise
Valley of the Mad // Valley of the Mad AC9 // (2)Summer's Heat
The King's Crown // Split Forces AC8 // (4)Dark Chasm
Sanbar Flats // Shards of Corruption AC12 (Adromelek) // (2)Kalahese Desert
Fool's Path // (2)Kalahese Desert // (2)Kalahese Desert
City of Genies // (2)Elder's Rise // (2)Elder's Rise
Hellforge Mountains //Lava Pools AC13 (Damanhur) // (4)Mount Tola
Deepest Desert // The Sand Warden AC15 (Dakhla) // (2)Elder's Rise
Mezekesh // Though a Glass Darkly AC16 (final) // (2)Summer's Heat (not replayed)
[This message has been edited by Rodmar18 (edited 07-13-2017 @ 02:39 PM).]
One of the problems is that you may get not enough experience points to upgrades all your heroes. ... The same goes for research points and upgrading your units.Motter fixed the "missing Research and Military points bug" in his Expansion mod
The campaign mode was clearly released unpolished (unfinished). It becomes evident when some territories are played on "skirmish" maps instead of the beautiful, dedicated maps of some lucky territories like Pirata...
Change #1: ensure that each territory gets its own lore-consistent map.I noticed this too, I thought that maybe the devs put the skirmish maps in the campaign to give players "more practice" at the rts game, but we don't know for sure.
What prevents a liberated land to reward you with all or part of the riches, technologies, and allies it would have granted you if you had came here before the enemy?This is also related to the lack of lore on some maps, why would the native population on each map need to be conquered over and over to progress the campaign story?
I'll try and post some scenario maps' screenshots along with proposed changes to turn them into replayable "skirmish" ones.We have tried before and we didn't succeed in converting the campaign maps to skirmish maps. On some of the maps we can't delete all the campaign scripting and content, only some of it.
I wouldn't mind just a lot more skirmish maps if they weren't so darn boring to play, making a pseudo skirmish map with more emphasis on a goal than out right conquest would be nice.Yeah I feel the same and I think there are a lot of reasons for this. Some players just grow up and don't find video games that fun or interesting, they move on. Others return and find they need something more complex with variety, and so on.
I'd also like openGL and if possible vulkan renderers for linux and osx support. The game already runs beautifully on wine, especially on gallium9(Which for me nets better fps and less bugs than playing on native windows).LinuxOS+Wine+gallium9+ROL - I wonder if this covers most games or if some games need more tweaking? And what will openGL and vulkan renderers do?
Also if really slow units are way ahead of very fast units, the very fast units should move at their maximum speed to catch up, not move as fast as the slowest. This is an insanely annoying aspect of RoL, and I honestly think it's one of its major downfalls.Are these units all in a group? For example slow siege units with fast infantry units? Most rts games make all the units in the group move the same speed as the slowest, for example AOE2.
[This message has been edited by alincarpetman (edited 07-17-2017 @ 03:32 AM).]
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