Search found 137 matches
- July 26th, 2016, 9:27 pm
- Forum: Strategies & Tips
- Topic: Invasion from the Unknown Walkthrough on the Wiki!
- Replies: 4
- Views: 13707
Re: Invasion from the Unknown Walkthrough on the Wiki!
One of my „elite“ units is a Death Knight with the Poisonous Bow and the Void Armor. I always start developing him in S04. (Skeleton>Death Baron>) Death Knight: strong melee attack, weak ranged attack, undead resistances, leadership. Poisonous Bow (item in S08): strong ranged attack, poisons. (Can b...
- September 20th, 2014, 10:18 am
- Forum: Technical Support
- Topic: SotBE mission 3 possible bug - recalling units
- Replies: 4
- Views: 2212
Re: SotBE mission 3 possible bug - recalling units
I also cannot reproduce this on Wesnoth 1.11.16.
My recall list is fine.
My recall list is fine.
- July 22nd, 2014, 12:07 am
- Forum: The Rise of Wesnoth
- Topic: The Rise of Wesnoth 22 - The Rise of Wesnoth
- Replies: 44
- Views: 46851
Re: The Rise of Wesnoth: Rise of Wesnoth
difficulty: HARD / wesnoth version: 1.11.16 Stats: Scenario, starting gold (default+carryover),turns/max turns,recruits-recalls-advancements-losses-kills 22 200+293 28/39 0-21-1-4-203 Comments: Splitting forces is a bad idea. Choose a nice location for the main battle. I used the „isle“ of black bec...
- July 21st, 2014, 10:56 pm
- Forum: The Rise of Wesnoth
- Topic: The Rise of Wesnoth 20 - Return of the Fleet
- Replies: 34
- Views: 32961
Re: The Rise of Wesnoth: Return of the Fleet
difficulty: HARD / wesnoth version: 1.11.16
Stats:
Scenario, starting gold (default+carryover),turns/max turns,recruits-recalls-advancements-losses-kills
20 200+212 25/39 8-14-10-1-94
Comments:
In an older version Jevyan shrouded the map. Now there is only fog - much better!
Stats:
Scenario, starting gold (default+carryover),turns/max turns,recruits-recalls-advancements-losses-kills
20 200+212 25/39 8-14-10-1-94
Comments:
In an older version Jevyan shrouded the map. Now there is only fog - much better!
- July 21st, 2014, 10:27 pm
- Forum: The Rise of Wesnoth
- Topic: The Rise of Wesnoth 19 - The Vanguard
- Replies: 22
- Views: 25475
Re: The Rise of Wesnoth: The Vanguard
difficulty: HARD / wesnoth version: 1.11.16 Stats: Scenario, starting gold (default+carryover),turns/max turns,recruits-recalls-advancements-losses-kills 19 200+297 18/35 6-18-6-7-62 Comments: Race west to guard the gaps. Otherwise you will get swarmed. There were no undead reinforcements for blue. ...
- July 21st, 2014, 9:57 pm
- Forum: The Rise of Wesnoth
- Topic: The Rise of Wesnoth 17d - Cursed Isle
- Replies: 21
- Views: 23294
Re: The Rise of Wesnoth: Cursed Isle
difficulty: HARD / wesnoth version: 1.11.16
Stats:
Scenario, starting gold (default+carryover),turns/max turns,recruits-recalls-advancements-losses-kills
17-cursed isle 200+190 12/31 0-10-1-0-31
Comments:
I like the reusing of this map.
Stats:
Scenario, starting gold (default+carryover),turns/max turns,recruits-recalls-advancements-losses-kills
17-cursed isle 200+190 12/31 0-10-1-0-31
Comments:
I like the reusing of this map.
- July 21st, 2014, 9:46 pm
- Forum: The Rise of Wesnoth
- Topic: The Rise of Wesnoth 17c - Troll Hole
- Replies: 32
- Views: 33666
Re: The Rise of Wesnoth: Troll Hole
difficulty: HARD / wesnoth version: 1.11.16 Stats: Scenario, starting gold (default+carryover),turns/max turns,recruits-recalls-advancements-losses-kills 17-troll hole 200+182 31/33 2-11-4-1-69 Comments: Done as 3. quest. It’s hard to play with minimal risks because of the enemies movement costs of ...
- July 21st, 2014, 9:14 pm
- Forum: The Rise of Wesnoth
- Topic: The Rise of Wesnoth 17b - Lizard Beach
- Replies: 25
- Views: 25283
Re: The Rise of Wesnoth: A Beach
difficulty: HARD / wesnoth version: 1.11.16
Stats:
Scenario, starting gold (default+carryover),turns/max turns,recruits-recalls-advancements-losses-kills
17-lizard beach 200+306 16/29 6-12-4-2-76
Comments:
Done as 2. quest.
Easy.
Stats:
Scenario, starting gold (default+carryover),turns/max turns,recruits-recalls-advancements-losses-kills
17-lizard beach 200+306 16/29 6-12-4-2-76
Comments:
Done as 2. quest.
Easy.
- July 21st, 2014, 8:55 pm
- Forum: The Rise of Wesnoth
- Topic: The Rise of Wesnoth 17a - The Dragon
- Replies: 35
- Views: 36593
Re: The Rise of Wesnoth: The Dragon
difficulty: HARD / wesnoth version: 1.11.16 Stats: Scenario, starting gold (default+carryover),turns/max turns,recruits-recalls-advancements-losses-kills 17-the dragon 200+148 22/33 4-13-3-4-71 Comments: Done as 1. quest. For getting the early finish bonus it is advisable to rely heavily on mages. M...
- July 20th, 2014, 7:47 pm
- Forum: The Rise of Wesnoth
- Topic: The Rise of Wesnoth 15 - A New Land
- Replies: 33
- Views: 31686
Re: The Rise of Wesnoth: New Land
difficulty: HARD / wesnoth version: 1.11.15
Stats:
Scenario, starting gold (default+carryover),turns/max turns,recruits-recalls-advancements-losses-kills
15 100+0 11/22 0-0-0-0-1
Comments:
A weak scenario in a otherwise great campaign.
Stats:
Scenario, starting gold (default+carryover),turns/max turns,recruits-recalls-advancements-losses-kills
15 100+0 11/22 0-0-0-0-1
Comments:
A weak scenario in a otherwise great campaign.
- July 20th, 2014, 7:42 pm
- Forum: The Rise of Wesnoth
- Topic: The Rise of Wesnoth 14 - Rough Landing
- Replies: 30
- Views: 29130
Re: The Rise of Wesnoth: Rough Landing
difficulty: HARD / wesnoth version: 1.11.15 Stats: Scenario, starting gold (default+carryover),turns/max turns,recruits-recalls-advancements-losses-kills 14 200+145 19/29 6-12-2-4-70 Comments: Several replays were needed to get a not-buggy version (bug: spawning of a sea serpent on a recall list) an...
- July 20th, 2014, 7:40 pm
- Forum: The Rise of Wesnoth
- Topic: The Rise of Wesnoth 13 - Peoples in Decline
- Replies: 30
- Views: 30452
Re: The Rise of Wesnoth: Peoples in Decline
difficulty: HARD / wesnoth version: 1.11.15 Stats: Scenario, starting gold (default+carryover),turns/max turns,recruits-recalls-advancements-losses-kills 13 200+420 17/33 4-16-7-3-42 (1.11.16/gold rest 42) Comments: If you recruit in this scenario expect these units being not more than sacrificial l...
- July 20th, 2014, 6:19 pm
- Forum: The Rise of Wesnoth
- Topic: The Rise of Wesnoth 12 - A Final Spring
- Replies: 26
- Views: 26018
Re: The Rise of Wesnoth: A Final Spring
difficulty: HARD / wesnoth version: 1.11.15 Stats: Scenario, starting gold (default+carryover),turns/max turns,recruits-recalls-advancements-losses-kills 12 200+181 22/33 12-12-5-7-78 Comments: Witness the firepower of this fully armed and operational … err … witness the power of a squad of silver m...
- July 20th, 2014, 6:15 pm
- Forum: The Rise of Wesnoth
- Topic: The Rise of Wesnoth 10 - Sewer of Southbay
- Replies: 36
- Views: 40701
Re: The Rise of Wesnoth: The Sewer
difficulty: HARD / wesnoth version: 1.11.15 Stats: Scenario, starting gold (default+carryover),turns/max turns,recruits-recalls-advancements-losses-kills 10 200+238 28/33 2-10-7-0-64 Comments: This scenario screams: mages, the more the better. Silver mages are so useful: teleporting, fire attack and...
- July 20th, 2014, 6:11 pm
- Forum: The Rise of Wesnoth
- Topic: The Rise of Wesnoth 9 - Fallen Lich Point
- Replies: 48
- Views: 50296
Re: The Rise of Wesnoth: Fallen Lich Point
difficulty: HARD / wesnoth version: 1.11.15 Stats: Scenario, starting gold (default+carryover),turns/max turns,recruits-recalls-advancements-losses-kills 9 200+82 26/33 0-12-8-1-41 Comments: Interesting: the Yetis are on the undead side and capture villages for the lich. Really? IMO they are just mo...