Scenario Review: NR 3 - To the Mines

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Scenario Review: NR 3 - To the Mines

Post by Content Feedback »

(1) What difficulty levels have you played the scenario on?
(2) How difficult did you find the scenario? (1-10)
(3) How clear did you find the scenario objectives?
(4) How clear and interesting did you find the dialog and storyline of the scenario?
(5) What were your major challenges in meeting the objectives of the scenario?
(6) How fun do you think the scenario is? (1-10)
(7) What, if any, are changes you would have made to the scenario to make it more fun?
(8) Was there any event that caused you to lose the game and forced you to reload or restart the scenario?
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Sgt. Groovy
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Re: Scenario Review: NR 3 - To the Mines

Post by Sgt. Groovy »

(1) What difficulty levels have you played the scenario on?
Easy

(2) How difficult did you find the scenario? (1-10)
5 for getting through, 9 for upping new units.

(3) How clear did you find the scenario objectives?
Cery clear

(4) How clear and interesting did you find the dialog and storyline of the scenario?
Clear

(5) What were your major challenges in meeting the objectives of the scenario?
Not getting 1st level untis ending up dogfood.

(6) How fun do you think the scenario is? (1-10)
8, it's simple, but still requires good planning for a clean play (getting gold and XP)

(7) What, if any, are changes you would have made to the scenario to make it more fun?
Maybe have some pillagers for the enemy as well, so that they have some ranged attacks too.
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Oglander
Posts: 12
Joined: April 15th, 2008, 5:08 am
Location: USA

Re: Scenario Review: NR 3 - To the Mines

Post by Oglander »

(1) What difficulty levels have you played the scenario on?
Easy

(2) How difficult did you find the scenario? (1-10)
4, Pretty Easy.

(3) How clear did you find the scenario objectives?
Clear

(4) How clear and interesting did you find the dialog and storyline of the scenario?
It was OK.

(5) What were your major challenges in meeting the objectives of the scenario?
None really.

(6) How fun do you think the scenario is? (1-10)
5

(7) What, if any, are changes you would have made to the scenario to make it more fun?
Variation in enemy units?

(8) Was there any event that caused you to lose the game and forced you to reload or restart the scenario?
No.

(9) If you know a bit of the Wesnoth Markup Language - do you think that the WML of this scenario is clear and well commented? If not which part would you like to be documented better?
N/A
Zajoman
Posts: 40
Joined: January 24th, 2008, 7:54 pm

Re: Scenario Review: NR 3 - To the Mines

Post by Zajoman »

(1) What difficulty levels have you played the scenario on?
Normal.

(2) How difficult did you find the scenario? (1-10)
This was very easy. 2/10

(3) How clear did you find the scenario objectives?
Absolutely.

(4) How clear and interesting did you find the dialog and storyline of the scenario?
I like this kind of scenarios, short and easy, after some long and more difficult ones. It is a great relief after hard battles to just sweep through. Clear and interesting.

(5) What were your major challenges in meeting the objectives of the scenario?
No challenge, footpads rule.

(6) How fun do you think the scenario is? (1-10)
8/10

(7) What, if any, are changes you would have made to the scenario to make it more fun?
Maybe add some event triggered by taking a village - I mean some backstory stuff.

(8) Was there any event that caused you to lose the game and forced you to reload or restart the scenario?
No.

(9) If you know a bit of the Wesnoth Markup Language - do you think that the WML of this scenario is clear and well commented? If not which part would you like to be documented better?
...
BigCheese
Posts: 27
Joined: August 20th, 2009, 7:05 pm

Re: Scenario Review: NR 3 - To the Mines

Post by BigCheese »

(1) What difficulty levels have you played the scenario on?
challanging 1.7.6

(2) How difficult did you find the scenario? (1-10)
3 - mountains + fast moving ranged dwarfen exporers = bye bye goblin knights

(3) How clear did you find the scenario objectives?
clear

(4) How clear and interesting did you find the dialog and storyline of the scenario?
ok

(5) What were your major challenges in meeting the objectives of the scenario?
none

(6) How fun do you think the scenario is? (1-10)
6

(7) What, if any, are changes you would have made to the scenario to make it more fun?
even more wolves

(8) Was there any event that caused you to lose the game and forced you to reload or restart the scenario?
none

(9) If you know a bit of the Wesnoth Markup Language - do you think that the WML of this scenario is clear and well commented? If not which part would you like to be documented better?
n/a
Zubb
Posts: 13
Joined: October 13th, 2009, 6:25 pm

Re: Scenario Review: NR 3 - To the Mines

Post by Zubb »

(1) What difficulty levels have you played the scenario on?
Nightmare (165) No save/load.
(2) How difficult did you find the scenario? (1-10)
1
(3) How clear did you find the scenario objectives?
clear
(4) How clear and interesting did you find the dialog and storyline of the scenario?
too short didn't notice
(5) What were your major challenges in meeting the objectives of the scenario?
none. finished by turn five with 0 casualties and 5 advances.
(6) How fun do you think the scenario is? (1-10)
??? too easy too short
(7) What, if any, are changes you would have made to the scenario to make it more fun?
prohibit goblin leader doing suicide runs
(8) Was there any event that caused you to lose the game and forced you to reload or restart the scenario?
no
MRDNRA
Posts: 212
Joined: September 11th, 2009, 5:06 pm

Re: Scenario Review: NR 3 - To the Mines

Post by MRDNRA »

(1) What difficulty levels have you played the scenario on?

Easiest, version 1.7.10

(2) How difficult did you find the scenario? (1-10)

1

(3) How clear did you find the scenario objectives?

Very clear

(4) How clear and interesting did you find the dialog and storyline of the scenario?

It was okay.

(5) What were your major challenges in meeting the objectives of the scenario?

Challenges? What challenges?!

(6) How fun do you think the scenario is? (1-10)

6

(7) What, if any, are changes you would have made to the scenario to make it more fun?

Perhaps make the enemies have more gold to recruit more units. As it was, I didn't lose a single unit (with a bit of luck), got some units levelled up easily, and won on turn 10 out of 40.

(8) Was there any event that caused you to lose the game and forced you to reload or restart the scenario?

None.
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alda
Posts: 49
Joined: December 2nd, 2009, 4:06 pm

Re: Scenario Review: NR 3 - To the Mines

Post by alda »

(1) What difficulty levels have you played the scenario on?
difficult (swordsman)

(2) How difficult did you find the scenario? (1-10)
2, very easy, but quite refreshing after previous scenario

(3) How clear did you find the scenario objectives?
very clear

(4) How clear and interesting did you find the dialog and storyline of the scenario?
fine

(5) What were your major challenges in meeting the objectives of the scenario?
none

(6) How fun do you think the scenario is? (1-10)
5, not very original and very short, but those easy scenarios can be a relief in campaigns

(7) What, if any, are changes you would have made to the scenario to make it more fun?
maybe more gold for the enemy, so there is some challenge here

(8) Was there any event that caused you to lose the game and forced you to reload or restart the scenario?
no
shadowblack
Posts: 368
Joined: April 15th, 2010, 3:03 pm

Re: Scenario Review: NR 3 - To the Mines

Post by shadowblack »

1) What difficulty levels have you played the scenario on?
1.8.3, Spearman (Challenging), i.e. Normal difficulty

(2) How difficult did you find the scenario? (1-10)
After the previous one this scenario was no challenge at all

(3) How clear did you find the scenario objectives?
Again, a little confusing whether I have to kill all enemies, or just the leader. Turned out it was the latter.

(4) How clear and interesting did you find the dialog and storyline of the scenario?
Fine, what little dialog there was.

(5) What were your major challenges in meeting the objectives of the scenario?
No real challenges. A minor challenge is getting rid of enemies in mountains since they have 60% def there - but the mage took care of things.

(6) How fun do you think the scenario is? (1-10)
6

(7) What, if any, are changes you would have made to the scenario to make it more fun?
No changes – let people relax after the previous scenario, and get some much-needed gold.

(8) Was there any event that caused you to lose the game and forced you to reload or restart the scenario?
No, I decided that losing a single Dwarven Scout is not worth loading.
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Herduk
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Re: Scenario Review: NR 3 - To the Mines

Post by Herduk »

(1) What difficulty levels have you played the scenario on?
Easy
(2) How difficult did you find the scenario? (1-10)
3 with leveled units-7 with L0/L1
(3) How clear did you find the scenario objectives?
Clear
(4) How clear and interesting did you find the dialog and storyline of the scenario?
Cler
(5) What were your major challenges in meeting the objectives of the scenario?
Level up enough units
(6) How fun do you think the scenario is? (1-10)
6
(7) What, if any, are changes you would have made to the scenario to make it more fun?
Maybe have some pillagers for the enemy as well, so that they have some ranged attacks too.
(8) Was there any event that caused you to lose the game and forced you to reload or restart the scenario?
No
Don't bother a dwarf.. you can argue with his hammer!
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Maiklas3000
Posts: 532
Joined: June 23rd, 2010, 10:43 am

Re: Scenario Review: NR 3 - To the Mines

Post by Maiklas3000 »

(1) Difficulty? Nightmare; 1.9.4 + 1.9.4 modded (see #5); 138 starting gold
(2) How difficult? (1-10) 9
(3) Objectives? Clear.
(4) Dialog? Good.
(5) Challenges? On my first play, the AI recruited nothing but Goblin Knights. This makes for quite an intense impact on your line. This is a bug in 1.9.4. I modified 1.9.4 to use the full recruit list as per the forum post "Failure to use full recruit list - still in 1.9.4" This made it easier, but still the wolves' ability to rapidly shift and flank caused some defeats. Also, I had only 138 starting gold. I didn't realize before that the old carryover system was being used.
(6) How fun? (1-10) 8. When a scenario is challenging, I like it small and quick, like this. I want the big lengthy battles to be easy to win.
(7) Changes? See #5.
(8) Restarts? Yes, a few losses. No save-reloads.
(9) WML? Fine.
(10) Replay? Attached. With Elves, my standard strategy is "trapezoid in the woods", so with Dwarves I formed a "trapezoid in the mountains," with my back to the board edge, as you can see in the attached screenshot. I recalled two level 3's - a Huntsman and a Fugitive - because the all-Goblin-Knight first play had so traumatized me. The enemy smashed hard into my southern flank. Those level 3's plus Hamil were able to hold the line, barely, but they were real XP hogs. I leveled a Thunderer and a Fighter, in addition to my loyal sidekick (now Swordsman) and the loyal Mage (now Great Mage.) I fear that's a bit weak.
Attachments
wesnoth - NR - To the Mines - turn 7, trapezoid in the mountains.jpg
NR-To_the_Mines_replay.gz
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Wesbane
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Re: Scenario Review: NR 3 - To the Mines

Post by Wesbane »

  • 1) Level, Version? Nightmare; 1.9.4 (Custom port – Remake)
    2) Difficult? 8 (Default setup 100 starting gold, two peasants, Goblin Knights only. If you have something around 200 gold pieces its easy 3)
    3) Clear? Yes. However moving leader to dwarven keep takes longer, is more dangerous and less rewarding and if you have lack of money almost impossible to achieve before defeating wolfs riders.
    4) Dialogue? Good and short.
    5) Challenges? Of choice no xp for leader and supporter. Pulling Zlex out of wolfs jaw. But seriously survive to dawn.
    Boring theory:
    6) Fun? 10
    7) Changes? Nothing in design.
    8) Restarts? Few just to pick right units and place for upcoming battle.
    9) WML? Clear. Simple code.
    10) Replay? Included – backported. Missing custom unit portraits are normal.
Attachments
to-the-mines.jpg
NR-TMN.gz
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Benefuchs
Posts: 54
Joined: February 24th, 2009, 9:40 pm

Re: Scenario Review: NR 3 - To the Mines

Post by Benefuchs »

(1) challenging, 1.8.5
(2) 2; ridiculously easy after the last one.
(3) quite clear
(4) The dialogue between Hamil and Tallin was very good!
Story: Well, hungry wolves are a common danger in Wesnoth...
(5) none
(6) 7
(7) maybe variation of enemy units
(8) no
(9) n/a
Ceres
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Posts: 620
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Re: Scenario Review: NR 3 - To the Mines

Post by Ceres »

1) Level, Version? Normal, 1.9.4
2) Difficulty? 1.
3) Clear? The translation of objectives failed (it told me to defeat troll whelps), but the original is clear. (I added that to the GermanTranslationErrors wiki page).
4) Dialogue? Nice.
5) Challenges? None.
6) Fun? 5. Some simple fight between other scenarios.
7) Changes? Add some pillagers to enemy's recruit list.
8) Restarts? None.
9) WML? Good.
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taptap
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Re: Scenario Review: NR 3 - To the Mines

Post by taptap »

1.10.2, Royal Guard (Nightmare). Started with 400+ gold, believed spending only 200 amounts to saving, but with 80% carryover of course leaving the scenario with 327 gold is completely pointless. 5 levelled dwarves (all types) and Zlex and Tallins fork both found their way into wolf hearts so they are spearmen now (Tallin even killed the big wolf with a fork throw :) Pretty good as a first kill.).

This scenario would benefit from a more varied AI recruit (there are 3 different wolves available but it only recruits knights) and application of the new carryover rule whether it be 40%, 30% or even 20% that it isn't so pointless. I wonder whether I should change the recruiting mechanism as Maiklas did, but how much changes in the code still count as playing the campaign? (I already did some changes to herodeaths.cfg and scenario 5.) Here for once I believe the only L2 recruit makes it harder instead of easier, although my thunderers benefitted, so in the end I left it as it is.
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