The Rise of Wesnoth: Clearwater Port

Feedback for the mainline campaign The Rise of Wesnoth.

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Re: The Rise of Wesnoth: Clearwater Port

Postby Theron » July 20th, 2014, 6:07 pm

difficulty: HARD / wesnoth version: 1.11.15

Stats:
Scenario, starting gold (default+carryover),turns/max turns,recruits-recalls-advancements-losses-kills
8 200+49 28/32 9-10-16-5-121

Comments:
I leveled my first „special force“ unit (silver mage) just in time.
Advice: If there were no gold for orcish reinforcements (on turn 10, 16, 22 and 28) it should be easy to defeat all leaders. So don’t try to kill them all for the early finish bonus as it’s impossible. Instead camp in a nice defensible location and ideally have Haldric near the ship's landing zone.
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Re: The Rise of Wesnoth: Clearwater Port

Postby taptap » April 17th, 2015, 9:32 pm

Lord / Challenging. Close to min gold, 220 or so. Spearman spam for the win, other than that 2 healers, a few archers + outlaws, who keep dying close to level up. Used tanky loyals at start, got halberd, two royal guards, master bowman and several L2 in the scenario all from L1, no real problems, had to beat back enemies who made it on the wall once or twice. No restarts. Aethyr staying without gold or units after announcing they have just to evacuate the citizens at the beginning of the scenario still doesn't make any sense.

This scenario can be improved tremendously with defensive mini-AI for Aethyr, ally priorities do nothing. Suicide charge can be avoided, please do so.
I am a Saurian Skirmisher: I'm a real pest, especially at night.
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Re: The Rise of Wesnoth: Clearwater Port

Postby Hestelvar » August 26th, 2016, 1:48 am

(1) What difficulty level and version of Wesnoth have you played the scenario on?
Easy. 1.13.4

(2) How difficult did you find the scenario? (1-10)
Up to 9 to defeat all leaders, but varies as the battle takes a different course each time.

(3) How clear did you find the scenario objectives?
The multiple objectives are well explained. However some indication of when the ships are expected would be nice.

(4) How clear and interesting did you find the dialogue and storyline of the scenario?
Very clear and enjoyable. I particularly liked Lady Jessene’s
I’ll show you irregular!


(5) What were your major challenges in meeting the objectives of the scenario?
Fighting on multiple front, losing important units.

(6) How fun do you think the scenario is? (1-10)
10, almost impossible to improve - this scenario has everything!

(7) What, if any, are the changes you would have made to the scenario to make it more fun?
Make the ‘surprise’ comprise a level two and two level one Naga’s on all difficulties, equivalent to the orcish assassins that appeared in earlier scenarios. Considering the strength of the orcish forces the ‘surprise’ be it one, two, or three Naga fighters represents a negligible addition.

(8) Was there any event that caused you to lose the game and forced you to reload or restart the scenario?
Losing royal/loyal units.

Remarks
It’s a memorable scenario, one of the best BfW has to offer, with ample strategic choices.
I found that the objective I defined for my ally largely determined there usefulness. First attempt used them to protect my force with mixed results; my fault I think as I didn’t trust them, and too often our units were in each others way. Second attempt I told them to attack the southern (green) orcs, which they did heroically allowing me to concentrate on purple through the first night. In hindsight I shouldn’t have split my forces until purple was vanquished.
An early, ill-judged sortie by an orc leader sometimes makes things much easier.
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Re: The Rise of Wesnoth: Clearwater Port

Postby Thrash » January 13th, 2018, 11:49 pm

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

1.12.6, Normal

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

4, taking last ship. All just a matter of having enough units to rotate.

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

What bonus I got for leaving at different times was not clear. When ships were leaving was not clear. It also was not clear if I had to just get Haldric on the ship, or all my forces. I guessed just Haldric but was a little nervous.

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

Very good, this whole campaign is above average.

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

Dealing with attacks from the northeast and via sea from the South.

Poison.

Forgetting the first time I played that Haldric had to get on the ship.

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

8, I enjoy defense scenarios.

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

Clarify the different rewards for leaving on the different ships. Right now it's unclear so I just harvested XP.

Speaking of harvesting XP, I'm not sure how to fix this, but since Haldric was the only one who needed to board the ship and that ended the campaign, I did a bunch of XP harvesting on the last turn, right before he boarded, that would normally have been suicidal. Maybe player should lose any unit outside the city walls when the ship with Haldric leaves?

I found most of the nagas just attacked the southern end of my wall and were easily killed off by a knight I stationed in the village there. They would have been more challenging if they were to attack from other parts of the water (ironically, I had a wolf do this).
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