TheMadDoofer Posted December 23, 2002 Posted December 23, 2002 I don't know if this goes here, but oh well. I am making a Naboo campaign centered on a Naboo Resistance Force group. I have finished a scenario that I would like for people to test out. Constructive criticism only please. I don't want people going "YOU SUCK!! YOUR CAMPAIGN SUCKS!!! I WILL OWNZ U ONLINE!!! I HAVE MAD SKILLS!!!!" ect. To get the scenario, e-mail me at pvonmarensdorff@hotmail.com
Sithmaster_821 Posted December 24, 2002 Posted December 24, 2002 GB.com, where people are more normal I beg to differ...
pbguy1211 Posted December 24, 2002 Posted December 24, 2002 LOL, I'd love to test it out... I'm getting a little bored of the RM scene. I'm actually playing the campaigns through for the first time!
CorranSec Posted December 24, 2002 Posted December 24, 2002 Okay, I've played it.... do you want me to post my comments here?
TheMadDoofer Posted December 24, 2002 Author Posted December 24, 2002 Yes, and remember, this is my first scenario.
TheMadDoofer Posted December 24, 2002 Author Posted December 24, 2002 Another thing, how do I keep a player from resigning? Some of them resign for no reason.
TheMadDoofer Posted December 24, 2002 Author Posted December 24, 2002 I mean other than that. Is there a trigger that can keep a computer player from resigning?
Sithmaster_821 Posted December 25, 2002 Posted December 25, 2002 Nope (but there is one to make them resign)
CorranSec Posted December 28, 2002 Posted December 28, 2002 Well, a bunch of the AI's out there seem to stop comp players from resigning. You could try one of those... Okay, now for the comments. *It was okay. A bit of fun, but needs some more work in several areas. *Sith is right- it needs to be tougher. I'll go into a bit more detail on this: - The red Naboo allies (I forget their name) are pretty good. Too good. They quite easily defend themselves from Trade Federation attack, built a Fortress or two before I did, and destroyed Camp 26's command center with their fighters. Not good. Especially the Camp 26 thing. - If you don't destroy the Camp 26 Sith Temple and take out the Camp 26 (I think it's 26) Command Center, you get a Sith Temple (which makes Jedi). I don't think it was your intention to be able to make Jedi. They do make it a bit easier. *Why does Camp 26 have a Sith Temple in the first place? It seems pretty out-of-place, not to mention that it probably ends up making Sith. Which is bad. *The objectives were a little unclear. You were told to destroy all Trade Federation buildings as well as the Trade Federation HQ. I misunderstood this, and went around blowing up the entire base, when you only had to kill those Coruscant buildings. I may just be stupid, but it seems a little unclear. *The story needs some work. Have some background history (is this during Episode I, or what?), some details about the location (where you're fighting), the Trade Federation attack (why you're fighting), and so on. *I'm not sure whether it's a good idea to start with your base being surrounded by Trade Fed. Those kinds of openings generally confuse people. *The main Trade Federation base's walls enclose quite a lot of area, but much of it (the top corner) is completely empty. When I first saw this in-game, I thought that the red Naboo had made a raid, but apparently this is supposed to be so. Why? *The main Trade Fed base is remarkably unprotected. Where there are normal turrets (and gates), there are no anti-air turrets... where there are anti-air turrets, there are no normal turrets. Thus, my air force punched several holes in the perimeter and were wreaking havoc over a sizable area not covered by AA turrets. *Just as a kind of comment about the entire campaign, perhaps it would be better to have the campaign beginning with a FF mission (some Naboo prisoners escaping, or some such) and then mission 2 being this one (the Naboo prisoners find a teeny village and build a little base, and have to destroy the Trade Fed in the area). *Also about the whole-campaign thing, perhaps there could be a particular reason for destroying the Trade Fed base- perhaps you needed to retrieve some data files, free your commander, or make the area safe as a resistance stronghold. I may seem kinda harsh... sorry. Just doing my job.
pbguy1211 Posted December 29, 2002 Posted December 29, 2002 hell, i couldnt even play. the red team resigned every time for no reason.
CorranSec Posted December 29, 2002 Posted December 29, 2002 What difficulty were you playing it on? Perhaps you had to quickly rush over to their base and stop them from getting killed.
pbguy1211 Posted December 29, 2002 Posted December 29, 2002 where was my crappy hero who i need to keep alive by stashing in the CC the whole game? Where was Sio Bibble!!!!
pbguy1211 Posted December 29, 2002 Posted December 29, 2002 no, they werent attacked, THEY were attacking!
CorranSec Posted December 30, 2002 Posted December 30, 2002 Er... where is MadDoofer? Surely he wants to know what we thought...
OOM-9(2) Posted January 3, 2003 Posted January 3, 2003 Naboo campaign...Who cares? The are rubbish, their only redeming feature is aircraft, but at the expence of ground forces. But I'm a Trade fed fan, so my opinions are probably biased. 00M-9 Rules!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
lukeiamyourdad Posted January 3, 2003 Posted January 3, 2003 You insulted the Naboo! *looking for AU_Andy to come and correct you
Sithmaster_821 Posted January 3, 2003 Posted January 3, 2003 Naboo are one of the strongest civs at the expert level
TheMadDoofer Posted January 9, 2003 Author Posted January 9, 2003 Hey, I've been gone a while (school has kept me busy) - and CorranSec, you are not being too harsh. Thanks for the input. I am still editing it as of now, but I will give out another version soon.
TheMadDoofer Posted January 9, 2003 Author Posted January 9, 2003 Hey, I've been gone a while (school has kept me busy) - and CorranSec, you are not being too harsh. Thanks for the input. I am still editing it as of now, I will give out another version soon.
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