Scenario 11: Ford of Abez

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Skaithe
Posts: 25
Joined: July 13th, 2011, 8:41 am

Re: Scenario 11: Ford of Abez

Post by Skaithe » July 13th, 2011, 10:58 am

(1) What difficulty level and version of Wesnoth have you played the scenario on?
1.9.7 Champion - Challenging

(2) How difficult did you find the scenario? (1-10)
7

(3) How clear did you find the scenario objectives?
Clear... but an exact point where Konrad needs to make it would've been nice.

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

(5) What were your major challenges in meeting the objectives of the scenario?
Holy pincer, Batman! I tried to get the sea creatures to go after Li'sar's forces but it only worked minimally. I also had to restart a couple times to place the merman in the right spot in order to get the trident and get the hell out of there before getting wasted. Trident was definitely a cool extra.

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

(7) What, if any, are changes you would have made to the scenario to make it more fun?
None.

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Maiklas3000
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Joined: June 23rd, 2010, 10:43 am

Re: Scenario 11: Ford of Abez

Post by Maiklas3000 » July 17th, 2011, 9:05 am

(1) Difficulty and version? Hardest; 1.9.7. As usual, I used a modded default_config.cfg so that the AI would use the full recruit list. Otherwise, L'sar will recruit no Spearmen, for one thing. Since the scenario file specifies Spearmen in the recruit list, I assume that's what the author intended. This is just a long-standing bug in the 1.9 version line. I filed a bug report long ago: https://gna.org/bugs/index.php?17591
(2) How difficult? (1-10) 5 to get the Storm Trident
(3) Objectives? I was unsure of how far I could move Conrad without ending the scenario.
(4) Dialog? Okay.
(5) Challenges? Not letting Delfador and Kalenz get into trouble.
(6) How fun? (1-10) 7
(7) Changes? Maybe give the orc a couple more villages, and switch his late recruiting to only Blood Bats, so that he can present more of a continued nuisance.

Screenshot and replay attached. I recalled almost all my loyal Mermen and recruited a few cannon fodder Mermen. Healing is very necessary in this scenario, so in addition to my Merman Priestess I recalled my Shyde. After defeating the orcs on the shoreline, I formed a vertical line anchored on each end by land: the northern shoreline and the island, with Kalenz in the village. Then I rope-a-doped, pretty much letting the sea creatures kill themselves on my line and against the human enemy. Then I retrieved the Storm Trident at my leisure and ended the scenario by moving Konrad north. No save-reloads here or at any time in the campaign.

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vodot
Posts: 97
Joined: October 12th, 2011, 5:32 pm
Location: Camas, WA

Re: Scenario 11: Ford of Abez

Post by vodot » October 17th, 2011, 9:53 pm

1. Difficulty: Challenging (hard); 1.8.6; my first campaign; 289g.
2. Challenge 2. Grabbing the Trident and keeping the bearer alive made this a 3.
3. Clarity: 0. Requires a fix. Simply add a signpost hex that he must reach; or actually make the north shore of the river the objective. 2/3 hexes in? That's just silly.
4. Dialog: 5. Best of the entire campaign so far, if a bit long. Contains a few grammatical errors.
5. Obstacles: 6. Fending off the monsters; reluctantly leaving the sub-5 MP units in the bag. I had a fun moment where prior to encountering them I checked the "status" page and saw "Monsters" and was like... 'uh oh...'
6. Enjoyment: 5. was ok. Made me smile when the bloodbat scout flew into Lisar's camp and got donkey-stomped by the Royal Guard :)
7. Changes: It's good. More orcs. I'm essentially invading their realm- and that at a storied, infamous, and obvious location- and this the best they could do? On "Challenging" ?
8. Restarts: A few. didn't realize that there is a big difference between 5MP and 6MP in the shallows. Ended recruiting basically only Mermen and some quick, powerful escorts.
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SBak
Posts: 78
Joined: October 8th, 2011, 1:36 am

Re: Scenario 11: Ford of Abez

Post by SBak » October 22nd, 2011, 9:57 am

Content Feedback wrote:(1) What difficulty levels and game versions have you played the scenario on?
Wesnoth 1.8.5 and Easy (relative newbie here).
Content Feedback wrote:(2) How difficult did you find the scenario? (1-10)
In comparison with the others fairly easy, maybe a 2.
Content Feedback wrote:(3) How clear did you find the scenario objectives?
Very clear. get Konrad to the other side.
Content Feedback wrote:(4) How clear and interesting did you find the dialog and storyline of the scenario?
Apart from wondering why the characters can't tell the difference between the sea and a river (referring to monsters) it all seems quite plausible.
Content Feedback wrote:(5) What were your major challenges in meeting the objectives of the scenario?
HttT started out as my second campaign playing Wesnoth (South Guard was my first) and I guess my biggest challenge is trying to level up a Mermaid Initiate and working out how best to use mermen. I had Heldaga as a Triton with the storm trident from the Bay of Pearls (levelling twice in the Siege of Elensefar thanks to stray skellies and confused Orcish Warriors). So far I've used them as a hit squad in the Bay of Pearls, assasins in the Siege of Elensefar and kamikaze village grabbers on Muff Malal's Peninsula. I figured out on my first attempt that going for the Storm Trident triggers the sea serpent and cuttlefish, so second time around I figured keeping to the right of the orcs would leave these till last.
Content Feedback wrote:(6) How fun do you think the scenario is? (1-10)
What could be better than dealing with a snake that roars? Second time around I give this a 9 for various reasons. It was back to the water battles with the wolf riders and mermen which is good payback for all the close to levelling shamen the wolf riders keep destroying. I didn't mind so much the cuttlefish and serpent chewing up a pursuing ogre after one kept getting the gryphon's eggs and also after the gryphons kept attacking my archers. Consolation came from a few green swordsmen.
Content Feedback wrote:(7) What, if any, are changes you would have made to the scenario to make it more fun?
I would make the serpent more realistic by giving it a strike rate of 50-2 which would make you think more about positioning your mermen. Oh and make it hiss, like the saurians.

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taptap
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Re: Scenario 11: Ford of Abez

Post by taptap » October 27th, 2011, 8:40 am

SBak wrote:
Content Feedback wrote:(1) What difficulty levels and game versions have you played the scenario on?
Wesnoth 1.8.5 and Easy (relative newbie here).
Content Feedback wrote:(7) What, if any, are changes you would have made to the scenario to make it more fun?
I would make the serpent more realistic by giving it a strike rate of 50-2 which would make you think more about positioning your mermen. Oh and make it hiss, like the saurians.
You seriously should play on a higher difficulty level when you propose to double the damage of one of the most dangerous creatures there is. You know, there are other scenarios outside HttT where you face more than one of them.
I am a Saurian Skirmisher: I'm a real pest, especially at night.

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Ninjuri
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Location: California

Re: Scenario 11: Ford of Abez

Post by Ninjuri » May 5th, 2012, 12:46 am

(1) What difficulty levels and game versions have you played the scenario on?
easy 1.10.2
(2) How difficult did you find the scenario? (1-10)
4
(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?
The sea creatures were a nice plot twist. I made sure to pull hard to the right so they would attack the orcs and loyals instead of me.
(5) What were your major challenges in meeting the objectives of the scenario?
The orcs kind of formed a defensive line at the beach head to keep me out.
(6) How fun do you think the scenario is? (1-10)
7
(7) What, if any, are changes you would have made to the scenario to make it more fun?
none
Fate is against me.

devavrata
Posts: 80
Joined: August 30th, 2012, 8:59 pm

Re: Scenario 11: Ford of Abez

Post by devavrata » September 23rd, 2012, 12:06 am

Content Feedback wrote:(1) What difficulty levels and game versions 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?
(1) Battle for Wesnoth 1.8.3, Easy/Medium/Hard
(2) 7
(3) Mistaken, which I guess fails to qualify as clear by any account
(4) -
(5) You don't need to cross the river - you don't even need to get into the water. Just hold on, and the sea monsters will appear - and if they don't see you on the water, it is the orcish lord who they'll fight and kill (he dispatches all of his troops to the ford, and then stays lonely at his castle). This is how I solved the level on medium and high. Also, you can manage to defeat all of Lisar's forces (when you "kill" her, she simply disappears).
(6) I'll evaluate the scenario as it was intended: 9 - To fight on water an enemy force, being chased by an overwhelming second enemy force - fun!
(7) Having to actually cross the river.

TeeWee
Posts: 7
Joined: August 1st, 2012, 9:17 am

Re: Scenario 11: Ford of Abez

Post by TeeWee » October 11th, 2012, 3:54 pm

(1) What difficulty level and version of Wesnoth have you played the scenario on?
Normal, iPad version (1.6.3)

(2) How difficult did you find the scenario? (1-10)
6

(3) How clear did you find the scenario objectives?
Clear, apart from the fact that Konrad had to reach the grass.

(4) How clear and interesting did you find the dialog and storyline of the scenario?
Good. The need to cross the ford was clear. I hate all dialogue frothe Princess up to this point though.

(5) What were your major challenges in meeting the objectives of the scenario?
Balancing the need for speed and recruiting. Shielding Konrad and others from the Monsters

Konrad needs to cross the river fast. I figured out the fastest way involved using the island to gain a turn.

My first attempt had me using both a land and a sea force, which was overwhelmed when the monsters appeared.

My second attempt I only recalled loyal merfolk and fresh merfolk, plus one expendable fresh shaman for on the spot healing. In the end, I made sure the Konrad and the other two main characters stayed on the inside of the ZoC, picked up the extra storm trident and killed all swimming orcs easily. The Cuttlefish killed some fresh recruits, the ogres caught up on my shaman and killed her as well. With Konrad, Delfador and the Elf lord inside the ZoC established by my merfolk, the Cuttlefish seemed more interested in killing ogres and swordsmen than in killing merfolk.

(6) How fun do you think the scenario is? (1-10)
9. I'll give bonus points for all non kill'm all type scenarios and this one was done fairly well with a good surprise. Using the extremely situational merfolk again is good.

(7) What, if any, are changes you would have made to the scenario to make it more fun?
There was no risk in rushing towards the trident provided you spot it on your first turn. You can safely get it and come back before any real fighting starts. Make grabbing it more risky, that is, guarantee you cannot make it within reach of max two cuttlefish. That way, you can risk a small party to grab it and enjoy it's use immediately, or leave it until it's safe to do so, but not having the second trident until the level's practically over.

Kaiserdrache
Posts: 32
Joined: November 3rd, 2011, 7:26 am

Re: Scenario 11: Ford of Abez

Post by Kaiserdrache » November 14th, 2012, 7:50 am

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

Version 1.10.2 and medium difficulty.

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

5 - with some beforehand knowledge it's quite simple.

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

Unclear - had to repeat the last turn because Konrad had to reach the grass and not the northern side of the river.

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

Clear, but boring. Well, I have to admit that there isn't really much to tell here....

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

Learning how to divert the scuttlefish towards the queens troops.

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

8 - I really like it as it's a fantastic opportunity to a) clear my recruitment list from the bunch of merman from Bay of Pearls and b) to level my 3 important merman up to maximum level.

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

First of all - reduce the number of turns by at least 2. I had all the time in the world to kill the orcish leader with Delfador and Kalenz (effectively making him level 3), deal with the remaining scuttlefish and even more time to level a level 1 merman up to hoplite thanks to the storm trident. My next suggestion is probably far fetched, but this scenario would be the perfect opportunity for one or two loyal Naga Fighters to join Konrads troops (hidden on the two villages in the river?). As the players will practically always loose some merman as meat shields this would be nice to replenish the "navy" units.

SBak
Posts: 78
Joined: October 8th, 2011, 1:36 am

Re: Scenario 11: Ford of Abez

Post by SBak » October 3rd, 2013, 4:46 am

(1) What difficulty levels and game versions have you played the scenario on?
Easy and medium 1.8.5, 1.10.2 and 1.10.5

(2) How difficult did you find the scenario? (1-10)
Comparatively with the others this averages out as a 4-5.

(3) How clear did you find the scenario objectives?
It's clear once you discover that sand isn't counted as land but part of the river.

(4) How clear and interesting did you find the dialog and storyline of the scenario?
Okay, so sea creatures much prefer living in rivers and a sea serpent roars.

(5) What were your major challenges in meeting the objectives of the scenario?
Luring enough of the enemy into the water to be used as meat shields. I've thought about the XP you can gain from Royal Guards but never tried it.

(6) How fun do you think the scenario is? (1-10)
At least an 8 - it's usually a fun scenario and a bit of a laugh.

(7) What, if any, are changes you would have made to the scenario to make it more fun?
I'm of the opinion that a Sea Serpent, in order to be taken seriously, needs to be more realistic to a sea snake and perhaps deal 40 points damage with its fangs with poison.

masuat
Posts: 8
Joined: October 22nd, 2013, 10:26 pm

Re: Scenario 11: Ford of Abez

Post by masuat » November 28th, 2013, 12:32 pm

(1) What difficulty levels and game versions have you played the scenario on?
Hard, 1.10.6
(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?
(5) What were your major challenges in meeting the objectives of the scenario?
Getting the trident before I completed the objective
(6) How fun do you think the scenario is? (1-10)
Needs a bit of a challenge
(7) What, if any, are changes you would have made to the scenario to make it more fun?

I played this campaign some time ago on normal, as most first time players do. I think I remember (30% certainty) that the orcish leader recruited level 1s only, instead of the level 2s that he recruited on hard this time. Whatever the case is, it made it much easier for me, since for the orcs, the cost effectiveness of spamming a bunch of cheap level 1s to occupy many hexes and deter me is much better than a few level 2s. The orcish leader had very little gold, and I think there were at most 6 orcs who dipped their feet into the water before getting skewered by mermen. Of those I recruited two keeps and then ran Konrad straight up the river, with literally no resistance because the orcs were all dead, the monsters barely caught up to me, and Li'sar's troops never came close to catching up with me. I suggest giving the orcs more gold, which would let him send more units in my way, and perhaps ultimately allow both the monsters and loyalists to catch up and attack me.

thejasper
Posts: 7
Joined: December 20th, 2013, 2:00 am

Re: Scenario 11: Ford of Abez

Post by thejasper » December 20th, 2013, 6:25 pm

(1) What difficulty levels and game versions have you played the scenario on?
1.10.4 medium
(2) How difficult did you find the scenario? (1-10)
1
(3) How clear did you find the scenario objectives?
Very
(4) How clear and interesting did you find the dialog and storyline of the scenario?
5
(5) What were your major challenges in meeting the objectives of the scenario?
Actually, the objective is quite easy. I guess the idea is to level up the mermen. I know I'm gonna regret it, but I didnt bother. I just don't like mermen.
(6) How fun do you think the scenario is? (1-10)
3
(7) What, if any, are changes you would have made to the scenario to make it more fun?
possibly make it a bit less of a straight run, but for me it's just the mermen. I think they are boring and water offers little variation. Mermen should, to my mind, have better defense but that would probably make them overpowered. As it is they have little variation from land units and sea landscape just isnt very interesting.

line
Posts: 94
Joined: January 11th, 2012, 9:21 pm

Re: Scenario 11: Ford of Abez

Post by line » May 21st, 2014, 12:16 pm

(1) What difficulty level and version of Wesnoth have you played the scenario on?
Champion (Challenging) 1.11.12, Shamans only (and loyals)
318 starting gold, enemies: 200 / 260
Finished turn 14/21

(2) How difficult did you find the scenario? (1-10)
Depends on if you want to kill everyone or if you make use of letting the enemies fight themselves.

(3) How clear did you find the scenario objectives?
This one also reminds me at a similar scenario in EI, where you have to cross a river and need to learn, what exactly means to cross it.

(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?
None.

(6) How fun do you think the scenario is? (1-10)
I like it, because you can upgrade your mermen. Looking back, it was totally unnecessary to recall any further land unit.

(7) What, if any, are changes you would have made to the scenario to make it more fun?
None.

(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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Linthar
Posts: 77
Joined: September 14th, 2006, 12:16 am

Re: Scenario 11: Ford of Abez

Post by Linthar » July 9th, 2014, 3:32 pm

(1) What difficulty level and version of Wesnoth have you played the scenario on?
Medium Difficulty 1.10.7

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

(3) How clear did you find the scenario objectives?
The scenario says to get Konrad to the north side of the river. I assumed that meant I had to get to the sand on the other side as that would be the first solid ground, but it actually meant I had to get to the grass tiles past the sand.

(4) How clear and interesting did you find the dialog and storyline of the scenario?
The dialog was kind of nice.

(5) What were your major challenges in meeting the objectives of the scenario?
The only challenge was getting the storm trident, as I found that a non quick merman would get caught by the sea monsters that spawned but a quick one could get the trident fast enough to be able to escape them(I didn't consider this a factor in my difficulty rating as its very easily dealt with once you know it will happen, and it doesn't do a thing to make actually winning the scenario harder). Other then that the scenario was a demonstration of how much better merman are in water then units meant to fight on land, the orcs couldn't remotely threaten me. The sea monsters could have been a threat in theory, but they were more interested in attacking Li'sar's units instead of my own.

(6) How fun do you think the scenario is? (1-10)
5. Slaughtering orcs in water with merman is kind of fun, even if its very much on the easy side.

(7) What, if any, are changes you would have made to the scenario to make it more fun?
I would remove the sea monsters that spawn. As the scenario currently stands they serve two purposes, making you restart when the one merman you sent to get the trident gets surprised by the random monster attack, and then attacking your enemies and making the easy scenario even easier. Neither makes the scenario more enjoyable.

kiss
Posts: 124
Joined: July 9th, 2014, 5:50 pm

Re: Scenario 11: Ford of Abez

Post by kiss » October 15th, 2014, 3:03 pm

Fighter (Beginner) 1.11.16. Never played before.

Storyline The objective should be clearer!

Events Turn 5 or 6: 3 Cute Fish and a Water Serpent triggered on the western part of river

The map
Obviously designed for Merman.
What is that trident? A fake one and the Monster team is here?

Strategy
None.
Send ground unit west and then in the island?

Comments.
No reload, no restart
A good place to train and feed unit.
Are Thief useful? I'm not sure!

As soon as monsters are dead it becomes easier. Knowing that, maybe most interesting strategy could be used. Especially with knowledge of the sequel ... special training for a must have unit for example.

Starting gold+(carried over): 200+(174)/200/140.
Finish turn: 12/27, bonus gold: 157.
Recruit 3: Elvish Archer,Elvish Fighter,Elvish Scout,Elvish Shaman,Horseman,Mage,Mermaid Initiate,Merman Fighter,Merman Hunter, 3 Thief.
Recall 14: Elvish Archer,Elvish Captain,Elvish Druid,Elvish Enchantress,Elvish Fighter,Elvish Hero,Elvish Marksman,Elvish Shaman,Elvish Sorceress,Footpad,Fugitive,Horseman,Knight,Mage, 2 Mermaid Initiate, 1 Mermaid Priestess, 7 Merman Fighter, 1 Merman Hunter, 3 Merman Warrior,Outlaw,Red Mage,Rogue,Thief,Thug,White Mage.

XP tracking.
Delfador Elder Mage lvl 5: 157/200
Kalenz Elvish Lord lvl 2: 34/120
Konrad Lord lvl 3: 60/150
Mermaid Initiate lvl 1: 30/50, 38/50
Oceania Mermaid Priestess lvl 2: 77/106
Gwimli Merman Fighter lvl 1: 12/36
Apalala Merman Hunter lvl 1: 23/35
Jarla Merman Warrior lvl 2: 23/64
Earooa Merman Warrior lvl 2: 5/80
Nethuns Merman Warrior lvl 2: 8/64
Gwaba Merman Warrior lvl 2: 9/80
Elcmar Merman Warrior lvl 2: 31/80 <-- storm trident

R.I.P.: 1 Merman Fighter, 3 Merman Warrior, 3 Thief.
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