Phantom Hounds: Call of Glory Released!
Phantom Hounds: Call of Glory Released!
Phantom Hounds: The Call of Glory has been released!
Phantom Hounds: The Call of Glory follows an elite special-ops team called The Phantom Hounds serving in Maeldun’s legion during The Great War. The long-neglected force has been set on guard duty in a series of remote outposts where their talents are going to waste. But sinister things are afoot…
Play cat-and-mouse with the Dark for control of a pair of fortresses in Nowhere. Blast your way through The Tormentor’s Wight factory in Bloat. Stand fast against the back-breaking three-pronged assault of The Watcher’s army in Plague on the Toven. Experience The Great War from a new perspective…
Phantom Hounds: The Call of Glory requires Myth II 1.6 to play. 1.5 (maybe even 1.4) would probably suffice, but has not been tested.
Phantom Hounds Call of Glory
Screenshot 1a
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Screenshot 1c
Screenshot 1d
Screenshot 2a
Screenshot 2b
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Screenshot 2d
Screenshot 3a
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Phantom Hounds: The Call of Glory follows an elite special-ops team called The Phantom Hounds serving in Maeldun’s legion during The Great War. The long-neglected force has been set on guard duty in a series of remote outposts where their talents are going to waste. But sinister things are afoot…
Play cat-and-mouse with the Dark for control of a pair of fortresses in Nowhere. Blast your way through The Tormentor’s Wight factory in Bloat. Stand fast against the back-breaking three-pronged assault of The Watcher’s army in Plague on the Toven. Experience The Great War from a new perspective…
Phantom Hounds: The Call of Glory requires Myth II 1.6 to play. 1.5 (maybe even 1.4) would probably suffice, but has not been tested.
Phantom Hounds Call of Glory
Screenshot 1a
Screenshot 1b
Screenshot 1c
Screenshot 1d
Screenshot 2a
Screenshot 2b
Screenshot 2c
Screenshot 2d
Screenshot 3a
Screenshot 3b
Screenshot 3c
Screenshot 3d
Thanks very much! I'm terrified of what feats of greatness I'm going to have to implement in order to take care of one trow, let alone trows plural.
Very well thought-out, and beautifully-implemented. It's like Frenzy with that sense that you can't hope but win, and yet they whittle away at you nonetheless... I was excited when Welly mentioned finding those unused dirigibles models bungie had tucked away, so very glad someone put them to use. Gosh they're resilient for floating sacs of pustulant goop.
Great sense of dualism needing to protect two locations and lends itself nicely to team play which I very much enjoy. Thanks again A-Red
Very well thought-out, and beautifully-implemented. It's like Frenzy with that sense that you can't hope but win, and yet they whittle away at you nonetheless... I was excited when Welly mentioned finding those unused dirigibles models bungie had tucked away, so very glad someone put them to use. Gosh they're resilient for floating sacs of pustulant goop.
Great sense of dualism needing to protect two locations and lends itself nicely to team play which I very much enjoy. Thanks again A-Red
- TarousZars
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Same here. I only had time for one game last night. I played on normal, and slowly had my units whittled away as I sent insufficiently strong groups out to take the other fort. I finally saw the trow when I had just a dwarf left. That was one depressed dwarf.Arthim wrote:I cant wait to play this in coop.
The one problem I see with coop (at least on normal difficulty) is that the advancing group will have a lot more combat and it may get a little boring for the defenders. I was mostly able to let my defenders fend for themselves. I had a few red warriors from overzealous dwarfs, but overall they did pretty good.
I won't rate it on the tain until i've played all the levels at least a few times, but so far this is looking to be a great plugin. Great job A-Red.
yarr, this plug is a lot of fun. The first level is an original idea for sure, defending one thing while attacking another. I cant really remember a map like that at any time.
i seem to have a problem on the last level tho, im just playing it on normal to give it a whirl but after the inital attacks of mixed units i end up just facing endless (i put it on 16x and my units managed to just auto everything for about 5 minutes) amounts of thrall and wights. Perhaps a bug? Ill give it another go at some point.
good job on the plug tho, its a lotta fun and i can see the last level on co op being a fav for a while.
i seem to have a problem on the last level tho, im just playing it on normal to give it a whirl but after the inital attacks of mixed units i end up just facing endless (i put it on 16x and my units managed to just auto everything for about 5 minutes) amounts of thrall and wights. Perhaps a bug? Ill give it another go at some point.
good job on the plug tho, its a lotta fun and i can see the last level on co op being a fav for a while.
I've beaten the first 2 levels, fun stuff so far. All the trap units are well placed and the flow of the maps are great. I dunno if you know about this or not, but some of the wights on the 2nd level that spawn on the edges don't move. They twitch a bit as if getting a "looped"/nested MA of some sort.
I'll be hosting some games of this on Marius in a few minutes if anyone wants to play
I'll be hosting some games of this on Marius in a few minutes if anyone wants to play
Hey! I played it a bit, and the only problem I found really was with the level Bloat.
In the beginning, if you even stop for a MILISECOND, whether or not your dwarfs are chucking bottles, you have a 50/50 chance of losing your missile units due to slowness and pathfinding.
I believe that the ghast armies on bloat in the VERY beginning are a bit too close. Moving them back (group select and then control moves whole groups i believe) about 10 world units each would still make it a close escape and perhaps give the player a few more seconds to escape certain death.
Other than that, I found the campaign to be thoroughly enjoyable.
-ooga
In the beginning, if you even stop for a MILISECOND, whether or not your dwarfs are chucking bottles, you have a 50/50 chance of losing your missile units due to slowness and pathfinding.
I believe that the ghast armies on bloat in the VERY beginning are a bit too close. Moving them back (group select and then control moves whole groups i believe) about 10 world units each would still make it a close escape and perhaps give the player a few more seconds to escape certain death.
Other than that, I found the campaign to be thoroughly enjoyable.
-ooga