Campaign: Fall of Silvium

Discussion and development of scenarios and campaigns for the game.

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turin
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Post by turin »

OK, I've figured out what caused both of those problems. 0.2.3, coming up...

[edit]
0.2.3 released.
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unsung
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Post by unsung »

I just played the scenario after the emperor- I've won i three times, an dit just keeps restarting with my recal list updated and gold reste for some reason- that, and it's really easy.
Oh no look out its a ray gun.
You should move to avoid the rays
the rays are coming out of the gun
if you are hit by the rays
you will be shot by the rays
the rays are fast so you should be fast to
can you win against the fast rays from the gun?
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Post by Gleeson »

Great campaign, I can't wait to see the rest of it! I've never played the Imperial Era before, it's quite fun when you get the knack. A few specific comments...

The Port City
I beat this one very early, by killing the Marauder leader as soon as he showed up! Jugarthus just happened to be in the neighborhood, capturing villages on the western bank, when that badguy suddenly appeared, all alone in his keep, within handy striking distance of my most powerful unit! I didn't know it would end the scenario; I was still planning to fight the city's legion, and was surprised to see them reconcile immediately. (Shockingly, I got no gold bonus for my amazing victory! With all those villages on that map, I think I should have earned at least a 500-gold bonus for winnning it so early.)

The Border
The first time through, I found this scenario impossible to complete in 24 turns. After beating the Bandits, the Marauders, and the Elves, there was just no way to get Caius through the dense forest in time. Two more turns would have been barely enough! I beat it the second time through, by recruiting only Horsemen, who could keep up with Caius through the woods and guard him from attacks. This solution was less than ideal, since it relied on knowing the surprises in advance, but it was the only way to beat it.

The Pass of Arendia
I beat this one on turn 2, thanks again to Jugarthus. He rushed right up and killed the Marauder leader.
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Post by Oreb »

One of the errors for me was if you beat the Outlaws before the Sidhe come or before someone enters the border it just shows you talking to yourself... :P
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Ewan
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Post by Ewan »

Just following up Gleeson's comments: As it seems with most folks, (i) the Imperial Era was new to me, and (ii) I very much enjoyed the campaign (other than the repetitive end scenario; realistic, yes, but not entertaining :).

An echo, though, for an increased turn-limit on getting Caius through to the elf leader; With any sensible non-preknowledge appproach, I seemed to be at least two turns too late (so I hacked the file to give myself those 2 turns... O the shame!).

And, oh, for a healer unit... :)
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Post by <X> Pillager »

Jugarthus is a bit powerful, eh? ;)

The Port City - it sounds like he should come with some starting units - how does a guard of 3-4 units sound, so you can't assassinate him in that manner?

The Border - I haven't playtested this one yet... it seems like there are two problems - the Marauders are too easy to beat, and the subsequent approaching of Leithan is too hard. How about I move the Marauders to the left, give them a keep (this would mean making the sceanrio wider), and make it so basically they're powerful enough to force you into the forest. And, in addition, add 6 turns, so its at 30. How does that sound?

The Pass of Arendia - Hm... I'd have to look at the map again to bne sure, but perhaps the solution is adding more mountains, which horses can't move over at all. (Pass of Arendia is the second-to-final scenario, right, not the final one?)

The final scenario whose name I can't recall - Yeah, it might be sort of frustrating. I basically added it because personally, it doesn't seem right to me that you can accumulate a bunch of advanced units over a campaign and then never get to use them. But, as it says IIRC, it is a bonus scenario, an dyou don't have to play it if you don't want to. You've won the campaign once you get to the Emperor.


Thanks for the comments everyone, I'll get to work as soon as I get back.


As for a healer unit - yeah, it would be nice to have one, but tough luck. The lavinians aren't that lucky. ;)
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Post by Oreb »

<X> Pillager wrote:Jugarthus is a bit powerful, eh? ;)
Yeah he is, my tactic with him is slow the Marauder leaders let him charge then finish the guy off with whom I want the experience.

I suggest putting him at a level 2 (with the abilities of quick and strong, since they are units and should have abilities)
<X> Pillager wrote:As for a healer unit - yeah, it would be nice to have one, but tough luck. The lavinians aren't that lucky. ;)
If they had healers then they would be unstobbable

Since this was the first thing I played after coming back to Wesnoth, (everything is fixed!) I realised this isn't a beginner campaign, having to kill off every unit for campaigns then realising you need the leader and by that time I'm out of gold and have had to sacrifice level 3's.
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Post by Gleeson »

<X> Pillager wrote:The Port City - it sounds like he should come with some starting units - how does a guard of 3-4 units sound, so you can't assassinate him in that manner?
I reckon that would do it. But then, he should start with a little less gold, since he's got those starting units.
<X> Pillager wrote:The Border - I haven't playtested this one yet... it seems like there are two problems - the Marauders are too easy to beat, and the subsequent approaching of Leithan is too hard. How about I move the Marauders to the left, give them a keep (this would mean making the sceanrio wider), and make it so basically they're powerful enough to force you into the forest. And, in addition, add 6 turns, so its at 30. How does that sound?
Yikes, I kind of liked not being forced into the forest by the Marauders. But, the extra turns sure would come in handy.
<X> Pillager wrote:The Pass of Arendia - Hm... I'd have to look at the map again to bne sure, but perhaps the solution is adding more mountains, which horses can't move over at all. (Pass of Arendia is the second-to-final scenario, right, not the final one?)
I figure there must be a scenario ofter Pass of Arendia, but I've never seen it. After I beat Pass of Arendia, all that happened was it reloaded Pass of Arendia, so I assumed you hadn't added the last scenario yet.
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Post by Ranger M »

Gleeson wrote:
<X> Pillager wrote:The Pass of Arendia - Hm... I'd have to look at the map again to bne sure, but perhaps the solution is adding more mountains, which horses can't move over at all. (Pass of Arendia is the second-to-final scenario, right, not the final one?)
I figure there must be a scenario ofter Pass of Arendia, but I've never seen it. After I beat Pass of Arendia, all that happened was it reloaded Pass of Arendia, so I assumed you hadn't added the last scenario yet.
He means To Arendia, not Pass of Arendia.
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Post by <X> Pillager »

Err, right. There's two scenarios - To Arendia, and Pass of Arendia. To Arendia is winnable, Pass of Arendia is not - if you win POA, it loops. That's intentional, althoguh it isn't yet fully explained in the campaign.
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Post by Gleeson »

<X> Pillager wrote:To Arendia is winnable, Pass of Arendia is not - if you win POA, it loops. That's intentional, althoguh it isn't yet fully explained in the campaign.
So, I guess I should go play POA, and lose it, to see the final scenario? Wow.
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Post by <X> Pillager »

Well, POA is the final scenario. There's nothing after it. But if you want to see the credists, yes, have Caius die.
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Post by Oreb »

<X> Pillager wrote:Well, POA is the final scenario. There's nothing after it. But if you want to see the credists, yes, have Caius die.
POA, is supposed to be impaassible? If you want it to be impassible, but fun at the same time, have it where there are 4 forts on the map. Yours, the Marauder Leaders and two empty ones each further away.

When you kill the first leader another one arrives who is harder, more gold and an escort of level 2's. If you kill him the final marauder leader will come with infinite gold, an escort of level 3's and will be unstobbable for whats left of your Legion

Here's half my legion in full glory, charging towards the defenceless leader.

And also one of them slaying the leader.
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Post by <X> Pillager »

OK, I'll work on making it more impassible when I get back. I realized that it was going to be a tad unbalanced at first.
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Post by unsung »

Suggestion:if people do beat it, have a very simple scenario after it- a bunch of marauders appear on the same map as reinforcements, your leader and you entire reccall list are placed in the middle of the map, caught in the open at night-and possiblly make it so that it stays night- have them say its raining or somesuch, that way you can't win, and when you inevitably die against the horde of level two and three marauders, there is an outro explaing caiuses defeat, how the loss of his experienced men caused the empire to be left greatlly weakend, or some such- that way people will get closure.

after all, I did expect some sort of twist after one of the men said "they do not have the look of those outnumbered".

Or just add such and ending to POA.
Oh no look out its a ray gun.
You should move to avoid the rays
the rays are coming out of the gun
if you are hit by the rays
you will be shot by the rays
the rays are fast so you should be fast to
can you win against the fast rays from the gun?
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