*This is a scenario about a great war. It is very long so before I put in all the captors. I will put the first captor. I wont to no whether you’ll like it or not. If you like the this one I you’ll like the others well.
Before you play the scenario you have to copy the files the files are in the The Great War folder. unitrules.xml, unit_graphics.xml and rules.xml to the \Microsoft Games\Rise of Nations\Thrones and Patriots\data. Remember to take backup before you copy. Of cause you can play the game with out copying but it want be fun.*
Gah! It's barely playable! However I've said before, Playability and balance go hand in hand so I'll explain more there.
Why? Just Why? I don't where to start. First off, all your foes are allied against you and have MASSIVE FORCES. This coupled with attrition makes them almost impossible to beat, unless using the Fire Vancers. Even then you can't build more of them, so when you run out, you better hope your cavlery can do something! Because I'm sure those fire warriors of yours can't kill a troop force 3x their size, I'm not even sure Cavlery can do that! Then why does the Earth Nation get Red Forts? It makes their territory SO hard to take when coupled with attrition! Then I can't even get around the forts! Why, NO DOCKS! Meaning NO SEA TRANSPORT! I swear, this scenario is IMPOSSIBLE to win.
It's a good idea, but I'm sure Avatar the Last Airbender influenced you a bit...
Map Design: 5
Good, Good, imaginary but good.
Why is the Fire Nation attacking? Why are they the greatest, you could explain this just a little bit better.
Good idea. However you have MAJOR Balance issues. Fix that up a long with some tweaks to the story line could make this scenario great.