Search found 1321 matches

by santi
August 22nd, 2016, 8:19 pm
Forum: Scenario & Campaign Development
Topic: The Stone of the North [Feedback and development]
Replies: 60
Views: 12033

Re: The Stone of the North [Feedback and development]

Nice campaign, I played it at hardest difficulty. The first scenario was challenging, but the haunted forest was the hardest. Once I figured out the right strategy, the rest were quite ok. Saving Raelle could add a sense of urgency, as I initially focused on taking out the eastern commander.
by santi
August 18th, 2016, 6:39 am
Forum: Scenario & Campaign Development
Topic: The Blind Sentinel - [Feedback and development topic]
Replies: 131
Views: 21082

Re: The Blind Sentinel - [Feedback and development topic]

Storywise healing makes sense too since once they have escaped Tirgaz and the crew is no longer busy fighting, they can perhaps repair holes and masts etc. Another note: In the Glamdrol scenario,unit type Nothern_Logspearman does not exist. As a result the opponent recruits practically nothing and t...
by santi
August 16th, 2016, 9:50 am
Forum: Scenario & Campaign Development
Topic: The Blind Sentinel - [Feedback and development topic]
Replies: 131
Views: 21082

Re: The Blind Sentinel - [Feedback and development topic]

I replayed tip of the north and pirates. It turns out the key was not a more efficient handling of tip of the north, but escaping the pirates with no losses. So I arrived at Prestog with 10 ships and 400 gold, which meant I could recruit another 6. The bulk of the Prestog fleet was way west and the ...
by santi
July 31st, 2016, 5:40 pm
Forum: Scenario & Campaign Development
Topic: The Blind Sentinel - [Feedback and development topic]
Replies: 131
Views: 21082

Re: The Blind Sentinel - [Feedback and development topic]

Whitewolf, please don't take this as a critisism. I think both this campaign and Stone of the North which I actually played first are very very good. And, playing at the hardest level I also found the haunted Forest very challenging, which means one needs to find the right strategy and implement it ...
by santi
July 29th, 2016, 8:06 am
Forum: Scenario & Campaign Development
Topic: The Blind Sentinel - [Feedback and development topic]
Replies: 131
Views: 21082

Re: The Blind Sentinel - [Feedback and development topic]

Whitewolf, campaigns are meant to be playtested to make sure they are beatable at the level quoted.In the specific case in the pirate scenario I sailed straight for the exit, except when my path was blocked I kept a tight formation and essentially let the other warring factions duke it out. They see...
by santi
July 28th, 2016, 10:00 am
Forum: Scenario & Campaign Development
Topic: The Blind Sentinel - [Feedback and development topic]
Replies: 131
Views: 21082

Re: The Blind Sentinel - [Feedback and development topic]

Any hints of how much gold one is supposed to start with at hardest diffiulty for Fleet at Prestog? I start with 5 ships (alhough only 3 survived the pirates) and some 400 gold. Which means I can recruit no more than 6 war ships. So strategies to meet the huge number of enemies are: 1) gang up on is...
by santi
August 10th, 2015, 8:47 am
Forum: Writers’ Forum
Topic: [mainline] The North Remembers
Replies: 34
Views: 6066

Re: [mainline] The North Remembers

I remember discussing the EI maps very long time ago. However, HttT is irrelevant to this matter because EI happens LONG after HttT. This leaves room for additional exciting stories/campaigns to explain the new borders and faction locations P.S. Given past experience, please try not to use terms fro...
by santi
July 31st, 2015, 11:24 pm
Forum: Users’ Forum
Topic: How to save Wesnoth
Replies: 64
Views: 9687

Re: How to save Wesnoth

I'd like to share some ideas on this. CAVEAT: I am the creator of 1,5 campaigns, but have not touched wml in the last 5 years or so, so some(perhaps many) of the details of what I am saying may be obsolete. In the distress signal, two issues were mentioned: First, the battle to make it complex to ke...
by santi
April 18th, 2014, 1:47 pm
Forum: Scenario & Campaign Development
Topic: "The fellowship of the Clay" Humans gaining ground story
Replies: 242
Views: 54960

Re: "The fellowship of the Clay" Humans gaining ground stor

Sure, Richard captured a village in the torture tower, then used it to bring Legomir and co(not Feyndwarf though) killed the undead general and waited there. But where? In a village in the tower or the place the undead general was?
by santi
April 17th, 2014, 3:44 pm
Forum: Scenario & Campaign Development
Topic: "The fellowship of the Clay" Humans gaining ground story
Replies: 242
Views: 54960

Re: "The fellowship of the Clay" Humans gaining ground stor

Ah, but when you kill the last minion, 2 more appear from the 'villages' next to the stranger. Unless there is a limit to this and the stranger runs out of minions, which probably takes more than 5 turns or so. If so, one should ignore the saurians and focus on getting everybody to the stranger ASAP
by santi
April 17th, 2014, 9:31 am
Forum: Scenario & Campaign Development
Topic: "The fellowship of the Clay" Humans gaining ground story
Replies: 242
Views: 54960

Re: "The fellowship of the Clay" Humans gaining ground stor

I must have missed the condition where Feyndwarf gives something to Legomir. What scenario is that? Also, Legomir stays in the torture chamber, right? Plus, what condition makes the necromancer go there? As far as i can tell, after the initial duel with clyde, he moves a bit north and stays there; I...
by santi
April 15th, 2014, 8:31 pm
Forum: Scenario & Campaign Development
Topic: "The fellowship of the Clay" Humans gaining ground story
Replies: 242
Views: 54960

Re: "The fellowship of the Clay" Humans gaining ground stor

The showdown scenario with the darkes, saurians and the necromancer needs some further clarifications IMHO: I got Legomir to the torture tower, engaged the necromancer initially with Clyde, then with the rest of the army. If I kill the necromancer, I lose. If I don;t, then the 26 turn limit expires ...
by santi
March 30th, 2014, 9:49 am
Forum: Scenario & Campaign Development
Topic: The Unstoppable Legion is back!
Replies: 45
Views: 8658

Re: The Unstoppable Legion is back!

BTW, thanks for the input, so I will manually reduce the gold to 250 and play the second Throben siege with that gold and see how hard it is. From what I have seen it should be doable at least till the dark guard arrives(have not played that far yet even with the 2500 gold start).
by santi
March 30th, 2014, 9:43 am
Forum: Scenario & Campaign Development
Topic: The Unstoppable Legion is back!
Replies: 45
Views: 8658

Re: The Unstoppable Legion is back!

Fine, but my point is: In order to limit the gold, use the previous fighting Wrath scenario and then in order to rebuild Aldaden donnate (all gold-250) or some such function to reward efficiency, but even with the outmost efficiency make sure the gold you have left should not exceed 270 or so. This ...
by santi
March 29th, 2014, 9:56 pm
Forum: Scenario & Campaign Development
Topic: The Unstoppable Legion is back!
Replies: 45
Views: 8658

Re: The Unstoppable Legion is back!

Hm. Playing the second Thorben siege (the "killer" scenario) on hard the issue was managing to kill all baddies faster than they are replaced by more waves, while still keeping enough gold for the future. That means attacking the baddies bases instead of sitting pretty at the walls/villages of the t...