Similarly, like in AOW-PF, your hero needs to start the next map where he left off. evil,' then the lords will more quickly form alliances to oppose you. Similarly, if you start a map with 'good vs. If you turn 'pure evil' in a game, the next game remembers that. This sets the basic nature of all campaigns, and the history of what you did in a given map matters. Say you have a Pantheon system with a specific ruler. What they need with this is to have permanent effects between the races. But you will beat him, and beating your allies makes no difference. You can either beat him with the support of your allies, or without it. It was actually a challenge when you set it to Brutal.īut these maps are just 'go win.' There isn't really a decision. When you get the beacon, you can pick to join the good guys, the bad guys, or tell everyone to suck it, and rule them all. The only map you can really alter the nature of the story is in the very final campaign with the Oathbound. Still though, the point of it was that you can't make any decisions. Click to expand.Yeah, maybe I went a bit too far on that.
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