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- the unusual
decision to include some brief commentary at the head of the
rules.txt file, The pedia.txt file is not included which would significantly reduce the difficulties associated in navigating this scenario. This is a notable omission. A read me file is not included, which could have clarified lots of questions on the modifications, explained the plot / theme, and provided acknowledgement for the numerous unit and terrain graphics 'borrowed' from other scenarios. Some of the changes made were quite important to explain. For instance, the Diplomat unit does not have a 'diplomacy' role but a 'settler' role. Given its cost when compared to the Settler unit, it offers an attractive alternative, but the player would not know this unless they were to observe foreign Diplomats irrigating land or building mines. Likewise, attempts to expel foreign Diplomats obviously would be acts of war, as the player would inadvertently attack a 'settler' unit. 'game.txt', 'labels.txt', and 'advice.txt' files are also not present, which if customised could have generated further novelty to the game. THEME: There does not seem to be a plot, storyline, or setting as such, with the below quote being the only commentary from the author "(Aftergun)
explores the diversity of units that became available after the
invention of gunpowder; old unit slots recycled to make way for
more units! The rule I have tried to limit myself to is to only
include units which add some extra or unique characteristic;
e.g. suicide squad, mortar unit, conscripts, naval artillery,
poison gas." Basically the theme is so light-on that the game really does take on a mod-pack tone. Unfortunately, if the feature of the package is the units that become available after gunpowder, the player must engage the game for at least half an hour (and probably longer) to encounter the first stages of this diversity. It would seem opportune to commence the game in the late-Medieval period and get straight into the action if this indeed is the game's 'strong suit'. OPERATION: The game did appear to work without any technical hitches, and from a playability angle, did not have any difficulties other than those already addressed. |
While the concept of a scenario / modpack that "explores the diversity of units that became available after the invention of gunpowder" is different, it would have benefited from greater support in the creative elements of scenario development. UNITS: Not surprisingly, given the author's commentary, there is an increased emphasis on artillery and missile-based units. Many of the default units are retained, many have undergone some 'tweaking' with varying degrees of success (the Alpine Troops unit has been well transformed into a Navy SEALS unit), many have been lifted from other scenarios, while there are a few that may be original (?). Shield placement is generally fine except for the very occasional unit such as the Howitzer that does suffer from shield-concealment. As set out in the theme explanation, there are several new units which utilise the special effects flags pretty extensively. To illustrate, the 'suicide squad' is destroyed after attacking (obviously), free support under fundamentalism, 'alpine', ignores zones of control, and can make amphibious attacks. TERRAIN: There have been modifications to both Terrain1.gif and Terrain2.gif, perhaps the most significant being the heavy emphasis on jungle. The varying forms of hills have been replaced by different jungle types, the hills represented by a single-image graphic only, and 'ranges' of hills no longer exist. New forms of terrain have been introduced (as mentioned in the 'Map' section of this review), although artistically it appears that pretty well all of the terrain images have been sourced from other games. Again, due to lack of support documentation and in particular credits for graphics sourced, the extent of 'borrowing' is uncertain. TECHNOLOGY: The technology tree is a strength of the game. The addition of eleven new advances (i.e. all are used) are of notable advantage. The new tech's include; automatic weapons, jungle warfare, telephone, and bayonet & infantry drill. Others have undergone a name change but offer the same general benefits as their predecessor (such as off-shore fishing for seafaring). Again, it is disappointing that the pedia.txt file was not included, which could better assist the player in making their technology selections. OTHER CREATIVE ELEMENTS: There are some big holes
in the creative area; city designs, icons, flags and tribe colours,
opening graphic, to name but a few graphical elements are not
touched. Other aspects such as Wonder and city improvement names
likewise are unaltered. While one customised tribe has been added,
there is scope to build on this by changing more if not all of
the tribes. No events file is included for the scenarios.
CONCLUDING COMMENTS AND SUGGESTIONS: On the positive side, the author has; - developed a package that
does endeavour to embrace a new concept and offer new types of
units, One cannot help but be left with the feeling that this package is a work-in-progress, with many possibilities by-passed that could build a more compelling atmosphere. The feel of the default game carries through markedly when playing Aftergun. There is not much in the way of 'scene setting' in terms of the package delivering a scenario, while as a mod-pack there are still many elements that require some attention before this game will begin to take on a distinct and different experience. This work would be bolstered
by support documentation, more original contributions, and if
a scenario plot establishment and definition.
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| NOTES: This has been reviewed primarily as a 'scenario' more so than a 'modpack' / 'patch'. |
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