

The map was divided in areas that could often only be reached one after another, so that the player would always trigger the series of events relevant to the main story in the same order.

Back then, maps were completely hand-crafted, fine-tuned and scripted to let the player experience the story carefully built in by the campaign designer in the best possible way. When you go back to the campaign missions of Age of Wonders 3 or 2 and analyze them from a high level perspective, you will notice a high number of bigger and smaller differences to the campaign missions in Planetfall. (There will be some story spoilers in the following passages, so people who want to explore every bit of the Planetfall campaign by themselves should stop reading here ) Today we will continue with everything that happens within the missions themselves. Two weeks ago we were looking at the player choices on the campaign star map and during character customization (if you missed the dev diary, you can still find it here). They've also created a gaggle of add-ons, which can be found on the User-created Add-ons pages.Welcome everyone to the second part of our dev diary about player freedom and choices in the Age of Wonders Planetfall Campaigns. In spite of it's shortcomings, end users managed to produce a proliferation of maps and scenarios, which can be found right here in the RT3 Map Archive. Granted, Pop Top issued a few patches in an attempt to correct these glitches, and were successful for the most part, but it seems the developers just decided to abandoned their posts and RRT3 still has a few bugs that may never get worked out ( a few of these bugs were addressed in the 1.06 patch). On top of all that, this version shipped with a gaggle of bugs. Hauling freight that was not profitable was also an option sadly missed ( again, added back in with the 'UnOfficial' 1.06 patch). No longer could you drop a shipment off at a station to be later picked up by another train ( later added back in with the release of the 'UnOfficial' 1.06 patch). Unfortunately, it would seem the creation of this 3D world gave rise to sacrificing some of the features that were available in the earlier version, that or the creators just decided to leave them out for some reason.

Mountains and valleys are easily created.
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This version also included a Map Builder, a feature that gives the opportunity to grab a small patch of land mass anywhere in the world, and create a map with close to real world terrain.
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Of course you still have to understand how events work, but at least you don't have to try and figure out how to write it, although the new 'point & click' scheme did limit event scripting somewhat. No longer did you have to understand scripting to set up events. There were also some vast improvements in the Editor. Camera movement was greatly improved and the animation of the factories, maintenance facilities, clouds, weather, and water was pretty neat to watch. After 5 years of playing RRT2, fans were ready for the new genre.Īdmittedly, the 3D world of this new version was quite appealing to me. Amid much hoopla, touting their new 3D Graphics, RRT3 sold briskly. In 2003, Pop Top released Railroad Tycoon 3.
