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COMMENTS: The
problems with this scenario start when you open the zip file.
For some reason they are all "pathed" to a full out
directory within mps and civ2 and all that. This is very
annoying as it really gives you no control of where to put the
files. I reccomend that the author get rid of all the paths and
just let the player put the files wherever he or she wants.
There are seven tribes,
each starting out very small. One of these tribes, The
Egyptians, should not be played because they have an advantage,
all well and good, but who should be played? The Frost Giants?
The Koori? The Neanderthals? No explanation is given as to the
strange names of these tribes, they have no individual units,
no advantages/disadvantages that could be imposed through governments
and techs. I would like to see some unique units per tribe, such
as the Neanderthals having the ability to make "Cavemen"
and the Frost Giants could make Giants units. Also I would
very much like to know who the Koori and Indigeinies are. Some
more documentation could be provided but I'll talk about that
later.
At first the units are all
very well done for the period, we have Swordsmen, Warriors, Settlers,
etc all appropriate for an ice age scenario. But before long
you have Rifled Arms, Firearms, Ceramic Armor, Lasers etc. The
concept here is, I guess, lets just move civilization back, although
the scenario starts at 4000 BC just like usual. |