South Guard 1. Born to the Banner

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South Guard 1. Born to the Banner

Post by Content Feedback »

(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?
SmokemJags
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Post by SmokemJags »

1. hard 1.1.1
2. 5, the terrain seemed to favor the enemy
3. very clear
4. clear and fairly interesting
5. steady and fairly constant AI reinforcement
6. 5
7. seems like a perfectly fine simple, starting scenario
"A wise man speaks when he has something to say. A fool speaks when he has to say something."
jg
Posts: 244
Joined: September 12th, 2005, 7:17 am

Post by jg »

(1)easy (:oops:) and 1.1.1
(2)2-3
(3)not to understand wrong
(4)interesting and clear
(5)not really any
(6)6-7
(7)nothing, it is good like it is
Kvasir
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Joined: November 20th, 2005, 10:52 am

Post by Kvasir »

1) All levels 1.0.2
2) Easy 1 Med 3 Hard 4
3) Very clear
4) Clear and somewhat interesting
5) Nothing
6) 7
7) Maybe a bit more open space in the wood near the enemy leader to allow a quicker (and less boring) finish.
PieterW
Posts: 7
Joined: April 3rd, 2006, 9:51 pm

Re: South Guard 1. Born to the Banner

Post by PieterW »

Eleazar wrote:(1) What difficulty levels and game versions have you played the scenario on?
1.1.2
Eleazar wrote: (2) How difficult did you find the scenario? (1-10)
3
Eleazar wrote: (3) How clear did you find the scenario objectives?
Clear
Eleazar wrote: (4) How clear and interesting did you find the dialog and storyline of the scenario?
not very special, but because it's the first scenario, it doesn't matter
Eleazar wrote: (5) What were your major challenges in meeting the objectives of the scenario?
stay focussed
Eleazar wrote: (6) How fun do you think the scenario is? (1-10)
2
Eleazar wrote: (7) What, if any, are changes you would have made to the scenario to make it more fun?
Start with an extra scout that tells you to come to the castle fast, the castle should be a little further away

Overall, I think this is the weakest scenario of the campaign
Tropico
Posts: 25
Joined: May 3rd, 2006, 1:18 pm

Post by Tropico »

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

- Easy 1.1.2a

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

- 2, very easy

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

- very clear and well explained, even for a first time player.

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

- very clear and interesting, and everything was explained well to the point where I never lost confidence or interest (being a new player on his 3rd or so map)

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

- nothing really.. maybe waiting around for nighttime to end?

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

- 6, it's fun if you're really new and learning everything, although for experienced player I guess it could be pretty simple.

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

- it's fine for what it is, a simple introductiory chapter
mlangsdorf
Posts: 129
Joined: April 27th, 2004, 4:24 pm

Post by mlangsdorf »

(1) Hard (aka Normal?) in 1.1.15
(2) 4 - had to replay it once because I didn't realize the importance of the river village.
(3) 8
(4) 6
(5) Balancing the need to bring the army commander forward with keeping reinforcements flowing.
(6) 7 - it wasn't anything special, but it was a good game.
(7) Make the value of the river village more obvious - new players especially may not be aware that Wesnoth does things like that. And shrink the map some - there's a lot of dead space on the sides that can't be used.
cheerful coffin
Posts: 17
Joined: May 27th, 2006, 6:59 pm

Post by cheerful coffin »

(1) What difficulty levels and game versions have you played the scenario on?
hard v1.1.7

2) How difficult did you find the scenario? (1-10)
5

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

(4) How clear and interesting did you find the dialog and storyline of the scenario?
it's alright.

(5) What were your major challenges in meeting the objectives of the scenario?
none... it's pretty easy.

(6) How fun do you think the scenario is? (1-10)
7, got to love the idiot standing conveniently next to the village. He
"tastes cold steel" afterwards :twisted:

The following is pretty fun too:
1st turn: I was like :shock: when I find out I can recruit peasant only.

I'm cursing the what_his_name for being stupid enough to come all the way to the south, and not bringing some cavalry with him (ironically he is a cavalry commander...)

I recruit a bunch of peasants nevertheless.

2nd turn: :oops:

(7) What, if any, are changes you would have made to the scenario to make it more fun?
not that I can think of...
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Zhukov
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Re: South Guard 1. Born to the Banner

Post by Zhukov »

What difficulty levels and game versions have you played the scenario on?
Hard, version 1.1.8

How difficult did you find the scenario? (1-10)
4/10 - because of a couple of hard patches.

How clear did you find the scenario objectives?
Perfectly clear.

How clear and interesting did you find the dialog and storyline of the scenario?
Clear? Yes. Interesting? Well...guess it wasn't bad, I've certainly seen much worse.

What were your major challenges in meeting the objectives of the scenario?
Had a...spot of bother with the leader.

How fun do you think the scenario is? (1-10)
5/10 - Not bad, but nor great.

What, if any, are changes you would have made to the scenario to make it more fun?
It would be good if the river fort had some castle hexes attatched so you could recruit there. It would save players from having to scoot their leader back and forth between the frontline and the starting castle.
Also, Deoran could do with a small boost in power. At the moment he is both weak and (for cavalry) slow.
Oh, and being able to recruit fencers would be interesting. For some reason they never seem to make it into campaigns.
Linthar
Posts: 77
Joined: September 14th, 2006, 12:16 am

Re: South Guard 1. Born to the Banner

Post by Linthar »

1. The middle difficulty setting (which the games calls easy.) v. 1.1.9

2. 2. There was little challange.

3. Perfectly clear.

4. The dialogue is clear, and the story is off to an intresting start.

5. There was no real challanges at all.

6. 5. No real unfun segements, but nothing paticullaly fun either.

7. Its pretty good as it is currently for a starting scenario. I would make one small change though. I'll add a few lines of dialogue at the start along the lines of

There's no weapons here. We can't field good soldiers like this.
Maybe the Keep will have some better weapons.

I guessed on my own that I wasn't going to be limited to peasants, but there doesn't seem to be any reason not to make it clearer.
Septim
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Joined: August 2nd, 2006, 12:03 pm
Location: Czech republic

Post by Septim »

(1) third (called normal) v. 1.2
(2) 3
(3) clear and well explained
(4) 5/10
(5) train loyal peasant; no loses
(6) 5
(7) Deoran (even upgraded) is too weak
Kernigh
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Re: South Guard 1. Born to the Banner

Post by Kernigh »

When I attempted "The South Guard", I had never tried this campaign so far, so all scenarios started unfamiliar. I played "Born to the Banner" in January 2007.

(1) Hard "Soldier", Wesnoth 1.2.0
(2) Scenario difficulty: 7 (moderately difficult)
(3) I knew what to do. The river fort was marked, and after I met Sir Gerrick, the goal was "Defeat Urza Mathin".
(4) I knew that as Deoran, I was the new leader of the South Guard (for I had presumed that King Haldric was reputable), but was new to the situation, so I was interested.
(5) I had difficulty establishing myself....

... I had to try the scenario several times, until I could position units correctly so that Moreth (the peasant) would find Sir Gerrick while Deoran began recruiting on turn 2. Then I advanced carefully, attacking at day and seeking defensive terrain at night, and was near to Urza Mathin's camp when I had no more turns....

... To win the scenario in time, I had to memorize which village held the mermen, and which village held the extra bandit. I sent Moreth to activate the mermen, while purposefully avoiding the village with the extra bandit through the first night, until I gathered enough forces to kill it quickly.
cph
Posts: 129
Joined: May 12th, 2007, 4:29 pm
Location: London, UK

Post by cph »

1) Normal, 1.2.4
2) 5
3) Clear
4) Good
5) The steady stream of reinforcements through the woods makes it tricky to approach the enemy leader's camp. I nearly killed - i.e. failed to kill - the enemy leader on turn 24 on the 1st attempt.
6) 7
7) A slightly easier approach to the enemy camp, or fewer reinforcements towards the end.
garak
Posts: 28
Joined: March 27th, 2007, 5:32 am
Location: china

Post by garak »

(1) What difficulty levels and game versions have you played the scenario on? 1.3.2 hard
(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? it is ok
(5) What were your major challenges in meeting the objectives of the scenario? the leader is far away
(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`? more water for the merman
Dwachs
Posts: 11
Joined: December 11th, 2007, 7:51 am

Re: South Guard 1. Born to the Banner

Post by Dwachs »

Eleazar 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) 1.2.8 - normal/medium
(2) 2 - it was easy after all
(6) 7 - I did not find the merman, I learned here on the forums that I could find it somewhere. Maybe a hint in the scenario itself would help?
(7) mention the merman somewhere
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