Scenario 15: The Lost General

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

Re: Scenario 15: The Lost General

Post by Skaithe » July 13th, 2011, 11:29 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)
3 -- Not too bad.

(3) How clear did you find the scenario objectives?
Very clear. Although I did wonder for a bit... I guess that rumbling shattered a wall or something? I had explored the south earlier and didn't notice a way through.

(4) How clear and interesting did you find the dialog and storyline of the scenario?
The Dwarvish Berseker is awesome. As soon as I saw that whirlpool, I recalled a merman in the nearby keep.Just enough clue, well done.

(5) What were your major challenges in meeting the objectives of the scenario?
Nothing
too bad.
(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.
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Maiklas3000
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Re: Scenario 15: The Lost General

Post by Maiklas3000 » July 18th, 2011, 8:07 am

Since scenario 14 doesn't have a thread, let me first note that there was a WML warning there under 1.9.7, something about empty "side=" being deprecated. Now on to scenario 15...

(1) Difficulty and version? Hardest; 1.9.7
(2) How difficult? (1-10) 5
(3) Objectives? Clear.
(4) Dialog? Fine.
(5) Challenges? Being slowed by Pillagers in a cave. Don't think I ever saw that before. Nasty. Like flypaper.
(6) How fun? (1-10) 7
(7) Changes? Gotta have more Pillagers.

Screenshot and replay attached. I haven't been reading the walkthroughs lately, so I blundered into the hex that releases the undead into the main passage. It wasn't too bad, since the undead couldn't get out, but it did get a bit stressful when Northerners attacked my flank and then a troll came in from the only other possible direction. Delfador had a 2.56% chance of dying one turn, and there were probably other close calls, a bit sloppy on my part. I saw the whirlpool, but since I hadn't read the walkthrough there was no way I was stepping in that, so I didn't get the Ulfseeker.

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Jabie
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Re: Scenario 15: The Lost General

Post by Jabie » March 13th, 2012, 9:58 pm

I couldn't find a link to Scenario 14, so I thought I'd address my comments for that scenario here.

Scenario 14 (Plunging into the depths) is essentially an interlude designed to teach new players about how slow everyone moves in the underdark. It's not challenging (deliberately) but it does the job. My main suggestion comes with the implementation of illuminated caverns, a new feature for 1.10.

As this is a new feature, it's probably a good idea to introduce them here. I recommend the following changes: add illuminated caverns at (18,34), (19,35) and (20,34) When Konrad first enters one he should make comment, upon which Defaldor can reply telling him that normally chaotic creatures are at an advantage in the underdark, but in illuminated locations, Lawful units (such as Konrad) gain the advantage.

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Ninjuri
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Re: Scenario 15: The Lost General

Post by Ninjuri » May 7th, 2012, 1:59 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)
3
(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 good, i liked the lore of the general, it reminded me a bit of the ghosties from the third LOTR movie. When my units first went far enough into the caves to trigger dialogue, however, i always accidentally skipped it because i was ready to click on the next unit right after this one stopped moving, so right when the text came up i clicked on the screen and closed it before i could read what it said.
(5) What were your major challenges in meeting the objectives of the scenario?
Moving too slow, it was hard to get a large force into the choke-points at the orc and undead bases, i would be able to get one unit in and have a slow 1v1 until one of them died, only to have another take their place. Also, fighting with the undead in the shallow water was pretty horrible, i could maybe move one space per turn and could barely get units to the front line to get attacks off.
(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?
The narrow choke-points could be a bit wider.
Fate is against me.

wobbly
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Re: Scenario 15: The Lost General

Post by wobbly » April 13th, 2013, 6:04 pm

1) medium 1.11.2
2) 6 - lost once to being careless with major characters. but keeping a couple of dwarf warriors in front solved that problem
3) clear
4) wierd - the troll & undead dialog appeared on move 1 long before I met either of them
5) I split my forces to explore, so had to use mainline characters to fight a little which was risky.
6) 5, the initial exploring is a little slow & could do with something to occupy the dead turns.
7) I had an AI issue - the troll boss just stood still while I shot him with ranged attacks.

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Adamant14
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Re: Scenario 15: The Lost General

Post by Adamant14 » July 14th, 2013, 9:51 pm

I found a bug using BfW 1.11.5

The following sighted events fire all on on turn 1.

This on side 2 turn 1

Code: Select all

    [event]
        name=sighted
        [filter]
            side=2
        [/filter]
        [message]
            speaker=second_unit
            message= _ "Who goes there? Friend or foe?"
        [/message]
        [message]
            speaker=unit
            message= _ "We are desperately trying to rid these tunnels of orcs and trolls! Please help us in our quest."
        [/message]
    [/event]
This on side 3 turn 1

Code: Select all

    [event]
        name=sighted
        [filter]
            side=3
        [/filter]
        [message]
            speaker=second_unit
            message= _ "Vile creature! Let us rid these tunnels of its kind!"
        [/message]
    [/event]
This on side 4 turn 1

Code: Select all

    [event]
        name=sighted
        [filter]
            side=4
        [/filter]
        [message]
            speaker=second_unit
            message= _ "I did not know that the undead were in these pits!"
        [/message]
    [/event]
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SBak
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Re: Scenario 15: The Lost General

Post by SBak » October 3rd, 2013, 10:26 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)
On average (relative to others) 5.

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

(4) How clear and interesting did you find the dialog and storyline of the scenario?
Puzzling to understand how an Ulfserker and Merman can get through a whirlpool but there ya go. Everything else was fine.

(5) What were your major challenges in meeting the objectives of the scenario?
Organizing things so that I had Elvish Sorceresses on both front lines. Elves and caves don't mix very well but Elvish Sorceresses make this scenario much easier and are generally much more reliable against Trolls and the Undead than Mages, and far more reliable than Dwarvish Thunderers/Thunderguards.

(6) How fun do you think the scenario is? (1-10)
5 - It could be worse of course, but navigating Elves through winding passages in caves isn't that enthralling. However it's good to get good levelling opportunities for Sorceresses, even if later than required.

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

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

Re: Scenario 15: The Lost General

Post by thejasper » December 22nd, 2013, 2:13 am

(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)
6
(3) How clear did you find the scenario objectives?
6
(4) How clear and interesting did you find the dialog and storyline of the scenario?
8
(5) What were your major challenges in meeting the objectives of the scenario?
This is you introduction to dwarves, and I misjudged them at first. I needed to replay this because putting the troops in the right place makes a huge difference.
(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?
I still don't get that berserker. It seems the only thing he can do is die.

slowmind2
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Joined: June 26th, 2014, 11:08 am

Re: Scenario 15: The Lost General

Post by slowmind2 » June 26th, 2014, 11:33 am

Bug or feature?

In BfW 1.11.15 I can't recruit Dwarvish Scout...!?

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Turuk
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Re: Scenario 15: The Lost General

Post by Turuk » June 26th, 2014, 11:45 am

slowmind2 wrote:Bug or feature?

In BfW 1.11.15 I can't recruit Dwarvish Scout...!?
They aren't on the list to be available to recruit at any point in this scenario, so it would be intentional.
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slowmind2
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Re: Scenario 15: The Lost General

Post by slowmind2 » June 26th, 2014, 12:51 pm

Turuk wrote:
slowmind2 wrote:In BfW 1.11.15 I can't recruit Dwarvish Scout...!?
They aren't on the list to be available to recruit at any point in this scenario, so it would be intentional.
OK, thank's for your quick answer, Turuk. But in 1.6.x and 1.8.x or 1.10.x I played with Dwarvish Scouts. It's a new restriction in this version...

Velensk
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Re: Scenario 15: The Lost General

Post by Velensk » June 26th, 2014, 1:00 pm

I think you're thinking of a different campaign where you can play dwarves. You've never been able to recruit dwarven scouts in HttT. Origionally they weren't even mainline. You can check the changelog.
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slowmind2
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Re: Scenario 15: The Lost General

Post by slowmind2 » June 26th, 2014, 9:58 pm

Velensk wrote:I think you're thinking of a different campaign where you can play dwarves. You've never been able to recruit dwarven scouts in HttT. Origionally they weren't even mainline. You can check the changelog.
Maybe speed is'nt the onlx problem with my mind... :oops:

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Turuk
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Re: Scenario 15: The Lost General

Post by Turuk » June 26th, 2014, 11:01 pm

slowmind2 wrote:
Velensk wrote:I think you're thinking of a different campaign where you can play dwarves. You've never been able to recruit dwarven scouts in HttT. Origionally they weren't even mainline. You can check the changelog.
Maybe speed is'nt the onlx problem with my mind... :oops:
Ha, after a while of playing so many scenarios, they all sort of blur together...
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UMC Maintainer: Forward They Cried, A Few Logs, A Few More Logs, Start of the War, and Battle Against Time

Linthar
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Re: Scenario 15: The Lost General

Post by Linthar » July 9th, 2014, 7:11 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)
4.

(3) How clear did you find the scenario objectives?
The objectives themselves are clear, but figuring out where the undead leader is can be slightly tricky.

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

(5) What were your major challenges in meeting the objectives of the scenario?
The only real point of difficulty was accessing the castle of the undead leader. The orcs and trolls went down surprisingly easy even though I was mostly using level 1 dwarfs, although having 2 elvish shydes to act as incredibly mobile healers and slow anything threatening helped a lot. (It was around this point in the campaign that I really realized those two units were going to end up my MVP's for the entire campaign. They were ridiculously useful in just about every scenario to follow). The undead on the other hand was tricky because of the lake between me and my castle, a lake that due to the positioning of my troops ended up being the center of the entire battle against the undead, and rather tricky to cross. Still I vastly outnumbered the undead, so it was just a matter of whittling their forces down and the time limit was incredibly generous so I wasn't in much danger of losing, but it did take a while.

(6) How fun do you think the scenario is? (1-10)
6. Getting to play with dwarves is a nice change of pace from everything before, but the scenario is a bit on the slow side, especially the already mentioned lakeful of undead I needed to fight.

(7) What, if any, are changes you would have made to the scenario to make it more fun?
I would remove the lake, or at least move the tunnel the undead come out of, so you're more likely to fight them on more enjoyable terrain.

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