The Rise of Wesnoth 4b - The Midlands

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The Rise of Wesnoth 4b - The Midlands

Post by Content Feedback » March 26th, 2006, 7:52 pm

(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?
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Kilo
Posts: 1
Joined: May 31st, 2006, 8:51 pm

Post by Kilo » May 31st, 2006, 8:54 pm

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

Easy

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

8


(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?

Pretty good


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

Getting past the second wave of orcs.


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

6


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

Make one of the three camps output less orcs. It's tough trying to fight three armies at once, espeically with no gold left to recuit more people.

kiet
Posts: 155
Joined: February 11th, 2006, 6:56 pm
Location: Sweden,Kungsor
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Post by kiet » June 8th, 2006, 8:50 am

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

Hard

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

7

(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?

Very good and intresting

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

Trying to last the first night

(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 villages near the starting keep as the assasins keep pouring in and poison my troops.

scott
Posts: 5242
Joined: May 12th, 2004, 12:35 am
Location: Alexandria, VA

Post by scott » June 9th, 2006, 1:30 am

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[/map]

This is surely not too few villages, is it? I think it's ok.
Hope springs eternal.
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Yahzi
Posts: 1
Joined: January 7th, 2007, 12:38 am

Re: The Rise of Wesnoth: Midlands

Post by Yahzi » January 7th, 2007, 12:50 am

scott wrote:(1) What difficulty levels and game versions have you played the scenario on?
1.2, medium.
(2) How difficult did you find the scenario? (1-10)
11. I started with the minimum gold, so it was impossible.
(3) How clear did you find the scenario objectives?
Don't know, never got that far.
(4) How clear and interesting did you find the dialog and storyline of the scenario?
It was fine.
(5) What were your major challenges in meeting the objectives of the scenario?
Gold.
(6) How fun do you think the scenario is? (1-10)
0. It was impossible.
(7) What, if any, are changes you would have made to the scenario to make it more fun?
Make the minimum gold the amount you actually need to win. Giving people 100 gold suggests that you can actually play the scenario with 100 gold. I would have preferred that the scenario informed me on the first turn that I had lost because I didn't bring enough gold from the previous scenario. Then I might have gone back to the previous scenario, instead of wasting my time on an unwinnable starting position.

RLent
Posts: 3
Joined: January 7th, 2007, 1:59 am

Post by RLent » January 11th, 2007, 2:00 am

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

Wesnoth 1.2, easy level.

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

9

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

Clear enough, kill them all.

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

It was quite clear.

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

Getting across the east bridge. The enemy holds the bridge, and I by the time I fight my way across, the other two enemies are tearing me apart from the north.

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

3. It would be a lot more fun it it weren't so brutal! I haven't come close to beating it yet.

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

Get rid of the units that use poison. There's no gold to make more units, and I have to move fast to avoid facing all three forces at once. When my units are poisoned, I have to either fight on until they die, or try to get them to a village - if I can get them to one. Leaving them at a village often means leaving them behind, where they get picked off. I think it would be more balanced without poison.

RokStar
Posts: 46
Joined: February 10th, 2004, 3:04 pm

Re: The Rise of Wesnoth: Midlands

Post by RokStar » June 7th, 2007, 8:51 pm

(1) What difficulty levels and game versions have you played the scenario on?
Hard, 1.3.2
(2) How difficult did you find the scenario? (1-10)
9~10
(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?
very
(5) What were your major challenges in meeting the objectives of the scenario?
Strategy is not enough in this scenario. Part of it is a matter of luck. I loaded the game a lot of time to understand how to avoid enemies in order to survive. I lost a lot of leveled units in this scenario, but after violet and blu enemies dies it is a piece of cake...
(6) How fun do you think the scenario is? (1-10)
10, but it is frustrating
(7) What, if any, are changes you would have made to the scenario to make it more fun?
There are 3 stronghold, each enemy recruit 3 full castle or more... also when you approach enemies at south soe level 2 enemies arrives from nowhere... maybe... a smaller castle for orc leader?

Elvish Vanquisher
Posts: 242
Joined: August 7th, 2006, 8:24 pm

Re: The Rise of Wesnoth: Midlands

Post by Elvish Vanquisher » June 7th, 2007, 8:57 pm

scott 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. 1.2.4 and meduim
2. 7 before i reliased that you need a horseman wipe out but the 3
3. clear
4. alright
5. not losing all my money
6. 4
7. No reinforcements for the orcs as you have to recruite more people and end up losing all your money

Isen
Posts: 24
Joined: June 18th, 2007, 12:29 am

Post by Isen » June 18th, 2007, 1:08 am

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

(2) How difficult did you find the scenario? (1-10)
8

(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?
I love overconfident enemies. Makes it so much more sweet when I take them out.

(5) What were your major challenges in meeting the objectives of the scenario?
Lack of healers. I managed to get a Paladin and a White Mage during the course of this level, but I needed more and earlier. I was relying on my knights to take out the upper-left orc to allow me to use the river as a defensive line, but ran into difficulty when he simply bought more units for each one I killed and I couldn't even heal my units. And then there was poison. Oh god, poison >_<.

In the end I had to sacrifice a lot of my spear and bowmen to save my Magi and Knights, which in effect ruined any chance of fielding a strong infantry force later in the game.

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

(7) What, if any, are changes you would have made to the scenario to make it more fun?
Maybe make only one of the orcs able to recruit assassins or something. They really are brutal given the lack of healers this early in the game.

Elvish Vanquisher
Posts: 242
Joined: August 7th, 2006, 8:24 pm

Post by Elvish Vanquisher » June 20th, 2007, 6:07 am

Isen wrote:(7) What, if any, are changes you would have made to the scenario to make it more fun?
Maybe make only one of the orcs able to recruit assassins or something. They really are brutal given the lack of healers this early in the game.
On my version i have poison with one leader and you can have good healers, what about palidins, i had 2 of those for this mission they can stop the posion easily and there are loads of houses.

fareley
Posts: 66
Joined: September 10th, 2008, 5:45 pm

Re: The Rise of Wesnoth: Midlands

Post by fareley » September 13th, 2008, 10:19 am

(1) What difficulty levels and game versions have you played the scenario on?
hard, 1.5.3
(2) How difficult did you find the scenario? (1-10)
10
(3) How clear did you find the scenario objectives?
9 - wipe them all out
(4) How clear and interesting did you find the dialog and storyline of the scenario?
it's okay (but is there NEVER an intelligent orc leader?)
(5) What were your major challenges in meeting the objectives of the scenario?
survive the first wave - i didn't
(6) How fun do you think the scenario is? (1-10)
7 - can be VERY frustrating and the enemy who recruits only level-1-units (but a lot of them...) stops you from building a defense line at the river...
(7) What, if any, are changes you would have made to the scenario to make it more fun?
maybe delete one enemy so you may fight only at the river and get a real chance to level up some units

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tr0ll
Posts: 506
Joined: June 11th, 2006, 8:13 pm
Location: canada

Re: The Rise of Wesnoth: Midlands

Post by tr0ll » January 17th, 2010, 9:20 pm

  1. What difficulty levels and game versions have you played the scenario on?
    medium, 1.7.11, w/outlaws
  2. How difficult did you find the scenario? (1-10)
    7
  3. How clear did you find the scenario objectives?
    10
  4. How clear and interesting did you find the dialog and storyline of the scenario?
    6
    the last minute reinforcements are obviously not surprising the second time playing this.
  5. What were your major challenges in meeting the objectives of the scenario?
    not losing too many units fending off the first wave that crosses the river.
    the west orc is relatively easy to finish.
  6. How fun do you think the scenario is? (1-10)
    7, tactically challenging
  7. What, if any, are changes you would have made to the scenario to make it more fun?
    - remove 3 or 4 hexes off the west end of the map as no unit ever reaches there (or add some villages there to make it worthwhile).
    - randomize location where reinforcements appear, or make it depend on player unit placement.

shadowblack
Posts: 368
Joined: April 15th, 2010, 3:03 pm

Re: The Rise of Wesnoth: Midlands

Post by shadowblack » August 19th, 2010, 1:10 pm

(1) What difficulty level and version of Wesnoth have you played the scenario on?
1.8.4, Commander (Normal) with the Outlaws

(2) How difficult did you find the scenario? (1-10)
5 at first, increased to 7 after killing the blue orc since I had to deal with two waves of enemies (and had to fight on two fronts), and then went down to 4 after the main enemy force had been dealt with

(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?
Fine. The enemy reinforcements when attacking purple and green were a nice touch, as was the extra gold for green when purple died (too bad Green never got to use said extra gold)

(5) What were your major challenges in meeting the objectives of the scenario?
Main challenge: Repelling the attacks of Green and Purple without any significant losses. Secondary challenge: Killing the leaders, especially the Green one, since he didn’t leave his keep, unlike the other two.

Poison was quite annoying on the east side, since both my White Mages were with my main force dealing with Blue and then Green.

(6) How fun do you think the scenario is? (1-10)
6 – just some more orcs

(7) What, if any, are changes you would have made to the scenario to make it more fun?
I think it’s fine as it is - at least as long as you have Outlaws in your army and a couple of White Mages

(8) Was there any event that caused you to lose the game and forced you to reload or restart the scenario?
Several times enemies got lucky with their attacks and managed to kill my main.

Now to try the Swamp option...
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Velensk
Multiplayer Contributor
Posts: 3979
Joined: January 24th, 2007, 12:56 am

Re: The Rise of Wesnoth: Midlands

Post by Velensk » July 9th, 2014, 11:07 am

I appologize for not giving feedback in the requested format however it's been awhile since I actually played it but I do have feedback that I think might help. I have played through it a couple times on normal and once on hard.

Gameplaywise I rather prefer this scenario to the swamps. It's a much greater challenge and I like the tactics of wide field battles against vastly superior enemies. There is one problem though which is the reason why I've only been through it once on hard and that is that you cannot get a loyal white mage going this way. Although I appreciate having a challenging scenario, I don't neccesarily want to make the entire rest of the campaign much more difficult by choosing this path. This is also an issue for people going through the campaign for the first time who don't know that going through the swamps will provide them with a substancial long term advantage in addition to being an easier scenario.
-I think that the scenario would fit better into the campaign as a whole if it provided the player with some extra significant perk. This would make it so that the advice for the previous scenario's choice doesn't amount to 'choose the swamp unless you like pain' and give players both less chance to make an ignorant mistake or to have a preference in the style of battle they play.
-As for what the perk can be, it's hard to beat a loyal white mage. Maybe you can have it so that you pick him up anyway somehow, or possibly you could have the player find a significantly powerful artifact (maybe add a small ruined castle just to house it), or maybe the player could stumble onto some survivors which will manifest in the form of two loyal units that are just less useful than a white mage (fencers are not represented in the campaign and could be an option).

Just some thoughts for whomever is maintaining.
"There are two kinds of old men in the world. The kind who didn't go to war and who say that they should have lived fast died young and left a handsome corpse and the old men who did go to war and who say that there is no such thing as a handsome corpse."

Hestelvar
Posts: 23
Joined: July 29th, 2016, 7:41 pm

Re: The Rise of Wesnoth: Midlands

Post by Hestelvar » August 9th, 2016, 10:23 pm

(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)
5, without Wesfolk.

(3) How clear did you find the scenario objectives?
Couldn’t be clearer - defeat all enemy leaders.

(4) How clear and interesting did you find the dialogue and storyline of the scenario?
Pretty good. However I felt
Southbay won’t fall without one hell of a fight, sir. They’ll stand to the last! I only wish I was there!
sounded a little too modern.

(5) What were your major challenges in meeting the objectives of the scenario?
Forming a plan and sticking to it.

(6) How fun do you think the scenario is? (1-10)
6, the map allows different strategies, and the lack of good defensive positions is challenging.

(7) What, if any, are the changes you would have made to the scenario to make it more fun?
I second tr0ll’s suggestion to remove unvisited hexes from the map's edges, or provide incentives to visit.

(8) Was there any event that caused you to lose the game and forced you to reload or restart the scenario?
Restarted after losing a couple of levelled mages due to poor placement and awful luck.

Remarks
It may have been luck or an AI issue, but the orcish assassins preferred to target units stationed on villages or backed by healers. I wasn’t complaining at the time, as this largely nullified the assassin’s threat, however the AI could be smarter.
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