I've been playing around with this scenario for the lastest AE and thought I'd share my experiences with you...
First I had to fix the missing entries and files: missing ICON entries in uniticons.txt and adding unitbuildlists.txt to the aidata folder. I'm not sure why the latter is needed since no units are built during the scenario, or why the game doesn't just load the file from the main game folder, but adding it gets rid of the remaining startup errors.
In game, the scenario works as intended for the most part. The main error I encountered during gameplay was the GroupOrder event which results in a slic error popup and no grouped units. (from line 1964 of SS_func.slc: Event:GroupOrder(tmpArmy) This is most noticeable when your units are transported to another location and the game tries to autoregroup them.
Another glitch occurs when one of your units dies in combat but levels up because the rest of your group wins the fight. It doesn't realize that your unit has been killed and the game tries to kill it itself and give you the next level of unit. Trying to kill a unit that doesn't exist results in a slic error, but it shouldn't be doing it in the first place.
Another thing I noticed is that the AI does not seem to become active until you return from the island that sinks from the volcano. I'm not sure if this is intentional or not.
The worst glitch I encountered occurred near the end of the scenario when your party returns to the starting village. Your supposed to guard the village from a series of bandit attacks and then go on and destroy their leader. When the first wave of bandits attacked my party, I was able to defeat them easily. But after the battle was over the game froze and I had to force quit. I was able to reload from the auto-save and continue, but the menu graphics became strangely distorted.
Overall, I was pleased with how the scenario played out. I think the new combat option made the units perform as they were originally intended. The random bandit encounters become tiresome after a while, but I think this is about the best you can expect from an RPG scenario with the CTP engine. In the end, though, due to its linear gameplay, this isn't a scenario I would want to play more than once or twice every decade or so.
First I had to fix the missing entries and files: missing ICON entries in uniticons.txt and adding unitbuildlists.txt to the aidata folder. I'm not sure why the latter is needed since no units are built during the scenario, or why the game doesn't just load the file from the main game folder, but adding it gets rid of the remaining startup errors.
In game, the scenario works as intended for the most part. The main error I encountered during gameplay was the GroupOrder event which results in a slic error popup and no grouped units. (from line 1964 of SS_func.slc: Event:GroupOrder(tmpArmy) This is most noticeable when your units are transported to another location and the game tries to autoregroup them.
Another glitch occurs when one of your units dies in combat but levels up because the rest of your group wins the fight. It doesn't realize that your unit has been killed and the game tries to kill it itself and give you the next level of unit. Trying to kill a unit that doesn't exist results in a slic error, but it shouldn't be doing it in the first place.
Another thing I noticed is that the AI does not seem to become active until you return from the island that sinks from the volcano. I'm not sure if this is intentional or not.
The worst glitch I encountered occurred near the end of the scenario when your party returns to the starting village. Your supposed to guard the village from a series of bandit attacks and then go on and destroy their leader. When the first wave of bandits attacked my party, I was able to defeat them easily. But after the battle was over the game froze and I had to force quit. I was able to reload from the auto-save and continue, but the menu graphics became strangely distorted.
Overall, I was pleased with how the scenario played out. I think the new combat option made the units perform as they were originally intended. The random bandit encounters become tiresome after a while, but I think this is about the best you can expect from an RPG scenario with the CTP engine. In the end, though, due to its linear gameplay, this isn't a scenario I would want to play more than once or twice every decade or so.
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