Hello again.
As I mentioned before there is some changes in gameplay mechanics. I made this entire campaign in the latest official release (I was not betatester when Lewin add my campaign to the new RC) so all missions were untested in RC2 pack.
I apologize for inconveniences and hope that you will continue to test this campaign. I add fixed missions in .zip below.
List of changes (first five missions are fixed for now, I plan to finish the rest at the end of the month)
* improved script quality (tested on RC2)
* improved maps (I decided not to change trees design, it's look quite natural to me)
* improved attacks (fixed large army bugs)
* campaign map was changed (it will be edited again in RC3)
To install please overwrite entire folder of my campaign in Kam Remake/Campaigns.
I agree with you that the first mission can be boring, but mission need to fit with storyline. We need to invade to the city so I think that it's a natural way to do it
I agree that campaigns should be something special and should have the quality standard of tsk/tpr(gameplay and terrain. Dynamic scripts should be better than in these campaigns xd) . It was fine with Vas' campaign, but I also have to say that this campaign hasn't this quality,YET. Also if I compare for example discos unfinished campaign and tdl's TNL additionally to tsk/tpr/vas I have to say that this campaign right here is on the last place for me. Like already mentioned the Quality is only "ok" the dynamic scripts might be super, but I also have no real fun in fighting at most of the missions and some missions look strange/boring completely. E.g the mission where you have like 20x10 tiles to build your city and attack the huge ai city then Xd. Also the first mission is maybe let's call it "hard". It's completely different to normal kam fighting missions. Normaly you can flank, you have to think where to place your troops, but in Mission 01 the only good option is tostay where your troops were in the beginning and hope that these small entrances will save your a..
So this shouldn't be a rude post from my side. I like sp maps and campaigns, but like skypper wrote, better to wait for a "finished" campaign, then implementing this one officially FOR NOW.
Example of building (and fighting) space from Missoin08 (My example with 20x10 tiles):
Yeah... you should took over the city first and then using iron and coal deposits ;] In first message you have been informed that: "Our allies hand over several units under your command. We need to stop the march of the enemy. Then we need to gain access to local resources and gain some space for expansion." This is obvious I think. In another attachment you will see the space to expansion is huge REV08 replay.
Regards
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