Scenario Review: DW 5 - Tirigaz

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Scenario Review: DW 5 - Tirigaz

Post by Content Feedback » August 21st, 2010, 7:26 pm

(1) What difficulty level and version of Wesnoth 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?
(8) Was there any event that caused you to lose the game and forced you to reload or restart the scenario?
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Maiklas3000
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Re: Scenario Review: DW 5 - Tirigaz

Post by Maiklas3000 » September 4th, 2010, 3:01 pm

(1) What difficulty level and version of Wesnoth have you played the scenario on?
Difficult (nightmare); 1.9.0

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

(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?
Okay.

(5) What were your major challenges in meeting the objectives of the scenario?
Need to respect strength of Undead at 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?
It's always fun when there's a 3-way. Maybe make it so the undead and orcs can come into conflict.

(8) Was there any event that caused you to lose the game and forced you to reload or restart the scenario?
I did lose a couple of times, being over ambitious. Restarted from turn 1.

(9) If you know a bit of the Wesnoth Markup Language - do you think that the WML of this scenario is clear and well commented? If not which part would you like to be documented better?
Most excellent.

* * *

Usually I attach a replay, but it comes up as corrupt.

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alda
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Re: Scenario Review: DW 5 - Tirigaz

Post by alda » September 7th, 2010, 3:30 pm

(1) What difficulty level and version of Wesnoth have you played the scenario on?
difficult, 1.9.0

(2) How difficult did you find the scenario? (1-10)
3, though difficulty can depend on your recall list. I had my lvl 3 leader with the trident, 3 priestess, 2 slowers (a lvl 2 and a lvl 3), a lvl 2 drake and some lvl 1 meat, so this wasn't terribly difficult, I just lost 1 unit.

(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?
average

(5) What were your major challenges in meeting the objectives of the scenario?
well, just kill the ghosts and then assassinate the orc leader, nothing really difficult here.

(6) How fun do you think the scenario is? (1-10)
5

(7) What, if any, are changes you would have made to the scenario to make it more fun?
About the bonus objective, maybe make the orc leader a bit more defended. As it is, it is just so easy to come and assassinate him.


(8) Was there any event that caused you to lose the game and forced you to reload or restart the scenario?
nope

(9) If you know a bit of the Wesnoth Markup Language - do you think that the WML of this scenario is clear and well commented? If not which part would you like to be documented better?

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Pewskeepski
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Re: Scenario Review: DW 5 - Tirigaz

Post by Pewskeepski » January 6th, 2011, 7:16 pm

(1) What difficulty level and version of Wesnoth have you played the scenario on?
Normal 1.9.3 (226 gold)

(2) How difficult did you find the scenario? (1-10)
6 if you just want to (re)kill the undead, 8 if you want to kill the orcs

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

(4) How clear and interesting did you find the dialog and storyline of the scenario?
I don't understand why the orc doesn't just attack the merfolk. At the beginning of the campaign it says that the orcs from Tirigaz were attacking the merfolk a whole lot of times but now he's willing to let them stay on his land for a few hours? I guess It's a different sovereign. :hmm:

(5) What were your major challenges in meeting the objectives of the scenario?
There weren't really any (I didn't attack the 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?
Can't think of anything...

(8) Was there any event that caused you to lose the game and forced you to reload or restart the scenario?
Lost Cylanna once and restarted the scenario

(9) If you know a bit of the Wesnoth Markup Language - do you think that the WML of this scenario is clear and well commented? If not which part would you like to be documented better?
...

dsa
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Re: Scenario Review: DW 5 - Tirigaz

Post by dsa » January 26th, 2011, 3:02 pm

(1) What difficulty level and version of Wesnoth have you played the scenario on?
Difficult, 1.9.3

(2) How difficult did you find the scenario? (1-10)
4, with two diviners I had no problems to deal with the ghosts and could even afford it to attack during nighttime. Killing the orcish leader is no problem either as you just have to sneak up to him and kill him in one or two turns.

(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 was surprised, that the orcs were neutral and allowed the mermen to stay, although the mermen attacked the orcs before. I could just guess, that this is a different orcish tribe, which didn't know or care about the attack.

By the way, I noticed an unexpected behavior regarding the truce: When I moved an unit next to the orcish archer near the water, he attacked my unit (my unit damaged him also during defending), but there was no statement about it and the leader didn't turn hostile. However when I attacked and killed the archer, he became hostile and made a corresponding statement.

(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)
7, a break from the exhausting scenario before.

(7) What, if any, are changes you would have made to the scenario to make it more fun?
Don't know anything concrete how it can be done, but it should be harder to kill the orc.

(8) Was there any event that caused you to lose the game and forced you to reload or restart the scenario?
I reloaded, when I moved onto a bridge by mistake and alerted the orcs too early.

TheCripple
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Re: Scenario Review: DW 5 - Tirigaz

Post by TheCripple » March 19th, 2011, 8:43 am

(1) What difficulty level and version of Wesnoth have you played the scenario on?
Normal
(2) How difficult did you find the scenario? (1-10)
2. I ended up just making a moving ball of troops with a bit of a tail, initially surrounding priestesses. Said moving ball proceeded to cut through the undead extremely easily, with minimal tactics required, followed by an orc which doesn't even attack you. Even if you were to attack the orcs at the beginning, it would be extremely easy, particularly relative to other levels of Deadwater (most notably 1, 2, and 4, none of which have any business being more difficult.)
(3) How clear did you find the scenario objectives?
Crystal.
(4) How clear and interesting did you find the dialog and storyline of the scenario?
It was all clear, and the use of the undertone and snark filled comments about the dock leadership contributed significantly to the quality.
(5) What were your major challenges in meeting the objectives of the scenario?
There weren't any major challenges.
(6) How fun do you think the scenario is? (1-10)
4, and it only makes that due to the great dialog. Its a shame, given that Deadwater is an incredible campaign overall.
(7) What, if any, are changes you would have made to the scenario to make it more fun?
If the player decides to attack the orcs after dealing with the undead, the orcs immediately go on the offensive.
(8) Was there any event that caused you to lose the game and forced you to reload or restart the scenario?
No, nor was there any troop loss.

podbelski
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Re: Scenario Review: DW 5 - Tirigaz

Post by podbelski » August 27th, 2011, 9:49 pm

(1) What difficulty level and version of Wesnoth have you played the scenario on?
1.9.8, top difficulty, no reloads

(2) How difficult did you find the scenario? (1-10)
probably "5". With strong recalls and water advantage I finished off the undead quite easily, then assasinated the orc leader. No losses on my 2nd attempt. No replay as it is corrupted.

(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?
good

(5) What were your major challenges in meeting the objectives of the scenario?
not letting a single veteran die

(6) How fun do you think the scenario is? (1-10)
well... "6". Like the map appearance/storyline suggests more fun than there actually is.

(7) What, if any, are changes you would have made to the scenario to make it more fun?
good as is, but I think something could be done. Can't come up with a concrete proposal

(8) Was there any event that caused you to lose the game and forced you to reload or restart the scenario?
restarted to win w/o losing a unit

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taptap
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Re: Scenario Review: DW 5 - Tirigaz

Post by taptap » October 11th, 2011, 8:47 am

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

Warrior (Challenging), 1.9.9

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

3

Recalled siren, priestess, about to level initiate, entangler, netcaster and spearman - and couldn't even recruit all of the initiate / hunter line levelled units I have. Didn't attack the orc, my father was too ambitious in attacking them after all.

(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?

Good.

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

None. (As usual economy = not wasting money.)

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

7 (It is fun to cut through those ghosts that made me flee in the second scenario, it would be more fun if they would not attack me in broad daylight.)

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

Make the ghost army maneuvre to hit you first at night or dusk = retreat during the day, put 1-2 level1 ghosts in the way to slow me down. In the game they moved in slow motion in the night and attacked me at dawn. The scary potential of the shadows wasn't used as well. They are not so scary as frontline unit in daytime. I got a netcaster and spearman heavily damaged by the first wave, but no losses, when it was night again only a single wraith was left.

(8) Was there any event that caused you to lose the game and forced you to reload or restart the scenario?

No.
I am a Saurian Skirmisher: I'm a real pest, especially at night.

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Wesbane
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Re: Scenario Review: DW 5 - Tirigaz

Post by Wesbane » March 23rd, 2012, 6:50 pm

  • 1) Level, Version? Normal (193/120 gold pieces); 1.9.7
    2) Difficulty? 4 Not so hard on this difficulty level.
    3) Scenario Objectives? Clear.
    4) Dialogue and story? Good.
    5) Challenges? Fight a ghosts provide a challenge. Killing orcish leader is just a boost my treasure quest, but really nice.
    6) Is it fun? 8
    7) Make it more fun? No changes are needed.
    8) Reload or restart? None.
    9) WML? Well commented.
    10) Replay? Attached.
Attachments
DW-Tirigaz_NL.gz
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Ninjuri
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Re: Scenario Review: DW 5 - Tirigaz

Post by Ninjuri » June 5th, 2012, 3:04 am

Normal 1.10.2
Difficult:7
Objectiives: 100% clear
Diologue: I was a little shakey about how long i had before the orcs attacked. They said 1 hour, but it takes a turn to recruit, and another to actually swim out into the water.
Challenges:
Fun: 6
Changes: It was just weird, it seemed like there was little use for strategy if you chose not to fight the orcs, you just plunge into a brawl and come out the other side. So maybe i'd add in some factor to change things up.
Reloads: none
Fate is against me.

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D-Wade
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Re: Scenario Review: DW 5 - Tirigaz

Post by D-Wade » March 6th, 2013, 4:05 pm

(1) What difficulty level and version of Wesnoth have you played the scenario on?
Normal, 1.10.5

(2) How difficult did you find the scenario? (1-10)
4, The undead didn't do much damage.

(3) How clear did you find the scenario objectives?
Clear and well explained.

(4) How clear and interesting did you find the dialog and storyline of the scenario?
Somehow strange that orcs grant mermen a save place - even for one turn.

(5) What were your major challenges in meeting the objectives of the scenario?
Getting the right units levelled or near a level-up.

(6) How fun do you think the scenario is? (1-10)
6, nothing too special

(7) What, if any, are changes you would have made to the scenario to make it more fun?
It's good the way it is. Only the dialogue might need some tweaking to be done.

(8) Was there any event that caused you to lose the game and forced you to reload or restart the scenario?
Nope.

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Re: Scenario Review: DW 5 - Tirigaz

Post by beetlenaut » March 6th, 2013, 10:24 pm

D-Wade wrote:Somehow strange that orcs grant mermen a save place - even for one turn.
These are the same orcs that just got soundly defeated by Krellis's father. They're not in a hurry to repeat that battle.
Campaigns: Dead Water,
The Founding of Borstep,
Secrets of the Ancients,
and WML Guide

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PorkSol
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Re: Scenario Review: DW 5 - Tirigaz

Post by PorkSol » March 12th, 2013, 7:31 pm

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

1.10.5 - Triton - (Nightmare) - No save/load - 178 starting gold

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

3

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

The objectives were clear, the designer did a good job on clarifying the rules.

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

The dialog was fine but the storyline was a bit questionable. The orc should recognize that he is vulnerable and recruit some bodyguards.

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

Don't let the level 3 nightgaunts backstab me, farm some EXP, finish quickly.

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

5. I was too powerful for the undead and the orc didn't do anything, I simply came in by water and assassinated him. But it was short.

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

a) Can the undead AI be improved at all? They get baited into attacking at dawn and consequently they are pretty weak. They have slow movement over water though, so it may be hard to fix it.

b) The orc should recruit troops and keep them in a defensive posture until the player attacks. It's kind of lame to swim right into his castle and assassinate him.

(8) Was there any event that caused you to lose the game and forced you to reload or restart the scenario?

Never reloaded, one restart when I did something stupid and got backstabbed to death.
Attachments
DW-Tirigaz_replay.gz
1.10.5, Nightmare, no save/load
(33.7 KiB) Downloaded 335 times

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flammstrudel
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Re: Scenario Review: DW 5 - Tirigaz

Post by flammstrudel » April 28th, 2013, 5:11 pm

(1) What difficulty level and version of Wesnoth have you played the scenario on?
1.10.2 Triton (difficult) – no reloads

(2) How difficult did you find the scenario? (1-10)
5/10 I accidentally attacked the southern orc archer on his tower so the boss started recruiting before I could assassinate him 5 turns later. This way it's a bit harder, if you sneak up on him it's more a 2/10.

(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 orc chief being so friendly – that's a bit odd. But I don't really mind.

(5) What were your major challenges in meeting the objectives of the scenario?
Feeding the kills to the right units, not losing any. No major challenges.

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

(7) What, if any, are changes you would have made to the scenario to make it more fun?
The orc leader should recruit from the beginning.

(8) Was there any event that caused you to lose the game and forced you to reload or restart the scenario?
I lost my king during the final attack on the orcs. The probability of this event was around 1,5%: I raged hard and took a one-week wesnoth break.

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Maiklas3000
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Re: Scenario Review: DW 5 - Tirigaz

Post by Maiklas3000 » June 11th, 2014, 10:35 am

(1) Level, version, and gold? Nightmare, 1.11.15, 215 starting gold (irrelevant.)
(2) Difficult? (1-10) 5.
(3) Objectives? Clear.
(4) Dialog? Fine.
(5) Challenges? Keshan almost got taken down by two Spectres, and I exposed my Siren to too many attacks, but she survived.
(6) Fun? (1-10) 6.
(7) Changes? I will suggest a few changes that I think would really improve this scenario:

1. Consider extending the map southwards. It can just be an extension of the coastline down. Having a board edge to protect one flank makes it too easy to defend against the undead. I know some reviewers said they were able to just hedgehog right through the undead, but at least on Nightmare that would be hazardous.

2. Consider putting a chain, or a series of chains, across the bay entrance. Make the orcs attack if you cross that line. Right now, you can amass near his stronghold and then assassinate him - and it seems unlikely that he would be so foolish. I guess it would also suffice if you just move his stronghold back, away from the coast.

3. This one I'm less sure about, but based on feedback above, maybe break the undead into two teams: ghosts (more of them) and the rest. Have the ghosts be aggressive at daytime and set the rest to be cowardly by day. I don't know if you can get the desired effect of the ghosts shielding the rest by day, though. If it does work, then it would be amusing to have a Lich or something on a pinnacle (one hex island, maybe a village), shouting orders at daybreak and nightfall, "Fire team alpha, retreat! Fire team bravo, fix bayonets and charge!" And of course if you kill that commander, then they could cease to have that behavior. Another way to maybe get the desired behavior would be to tell the non-ghosts to "move to" a certain location during the day - like around their stationary commander.

(8) Restarts? None. No save-reloads.
Attachments
DW-Tirigaz_replay.gz
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