Scenario Review: SotBE 13 - Dwarvish Stand

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Scenario Review: SotBE 13 - Dwarvish Stand

Post by Content Feedback » March 12th, 2008, 10:49 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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wohlganger
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Re: Scenario Review: SotBE 13 - Dwarvish Stand

Post by wohlganger » May 17th, 2008, 7:35 am

1.5: crashes on first AI turn, "unit of type not found!". bug written in bug tracker.
the beginning conversation was very good.

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Turuk
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Re: Scenario Review: SotBE 13 - Dwarvish Stand

Post by Turuk » January 16th, 2009, 8:56 pm

(1) What difficulty level and version of Wesnoth have you played the scenario on?
Warlord (Nightmare) 1.5.7

(2) How difficult did you find the scenario? (1-10)
6. The lack of movement due to the snow meant that I had to plan my turns out in advance so that I did not get surrounded by the dwarves. Surprisingly the outlaws proved to be harder to deal with at first due to numbers, but folded quickly.

(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?
Fairly consistent with the rest of the campaign.

(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)
6. The map is a nice change, and the idea fits in well with the scenario, just nothing that made me love it.

(7) What, if any, are changes you would have made to the scenario to make it more fun?
Good as is, though possibly make the map less dwarf friendly in the north.

(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?
Looks good to me.
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Egosnemesis
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Re: Scenario Review: SotBE 13 - Dwarvish Stand

Post by Egosnemesis » April 23rd, 2009, 12:06 pm

(1) What difficulty level and version of Wesnoth have you played the scenario on?
The easiest, "Challenging". Played on Wesnoth 1.6.1

(2) How difficult did you find the scenario? (1-10)
4. I had plenty of gold from the previous scenario and there wasn't too much strategy here. Everyone is terrible at defending on ice, so I used trolls (who are generally terrible defending period) and rotated them. Works out well when no one can dodge and you're the only one with regeneration.

(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?
Solid

(5) What were your major challenges in meeting the objectives of the scenario?
Snow is really slow to move in, but worked in my favor since many outlaw units can dodge well in other terrain. I think it ended up being a relative advantage for me.

(6) How fun do you think the scenario is? (1-10)
5. Good for the storyline, but trudging through snow with little defensive terrain didn't seem that fun.

(7) What, if any, are changes you would have made to the scenario to make it more fun?
Have a road in the middle and some mountains or an old castle to fight over? Maybe have a couple dwarves in that castle to start and they keep getting reinforced so you need to take control of the castle from them?

(8) Was there any event that caused you to lose the game and forced you to reload or restart the scenario?
No

(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?
N/A

Benefuchs
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Re: Scenario Review: SotBE 13 - Dwarvish Stand

Post by Benefuchs » September 6th, 2009, 12:09 am

(1) What difficulty level and version of Wesnoth have you played the scenario on?
medium, 1.6

(2) How difficult did you find the scenario? (1-10)
4

(3) How clear did you find the scenario objectives?
Standard: kill all enemy leaders

(4) How clear and interesting did you find the dialog and storyline of the scenario?
really nice as the whole campaign, specially the dwarf mocking the elves.

(5) What were your major challenges in meeting the objectives of the scenario?
- that some of my units were hardly moving on the snow
- griphons
- that those dwarves are very tough
while none of these was really difficult.

(6) How fun do you think the scenario is? (1-10)
4-5 nice terrain overall, but the snow slows everything down.

(7) What, if any, are changes you would have made to the scenario to make it more fun?
a road would really be nice, but it would change everything much.

(8) Was there any event that caused you to lose the game and forced you to reload or restart the scenario?
no.

(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?
N/A

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Majki-Fajki
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Re: Scenario Review: SotBE 13 - Dwarvish Stand

Post by Majki-Fajki » September 18th, 2009, 3:19 pm

(1) What difficulty level and version of Wesnoth have you played the scenario on?
Medium, ver. 1.6.5

(2) How difficult did you find the scenario? (1-10)
4

(3) How clear did you find the scenario objectives?
Kill, kill, clear.

(4) How clear and interesting did you find the dialog and storyline of the scenario?
Clear, storyline - average. "We found them! Ok - kill!"... But a liked the Troll jokes :)

(5) What were your major challenges in meeting the objectives of the scenario?
Remember, that Dwarfs have 30% in forest -> trying to engage them there. Preety easy, if You controll yourself and keep units in smart formation.

(6) How fun do you think the scenario is? (1-10)
8 - I love defence missions! And the terrain is good - the snow in the middle is some kind of "Death Row" :)

(7) What, if any, are changes you would have made to the scenario to make it more fun?
What effort is to turn our Dwarves into i.e. "Orks Hunters Clan" - more Gryphs and bersekers? And I would consider Elves returning - some kind of "rear guard".


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

(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?
N/A

shadowblack
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Re: Scenario Review: SotBE 13 - Dwarvish Stand

Post by shadowblack » August 17th, 2010, 4:26 pm

(1) What difficulty level and version of Wesnoth have you played the scenario on?
1.8.4, Warrior (Difficult), i.e. (what I consider) Normal difficulty

(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?
Fine. Gruu is fun as always :)

(5) What were your major challenges in meeting the objectives of the scenario?
Bad defense due to bad terrain, my allies having a bit of bad luck early on, and being unable to attack the desired target due to interference from my allies’ units.

(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?
I think it’s fine as it is. But maybe have the dwarves and the outslaws say something when they are defeated.

(8) Was there any event that caused you to lose the game and forced you to reload or restart the scenario?
None
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santosis
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Re: Scenario Review: SotBE 13 - Dwarvish Stand

Post by santosis » October 21st, 2010, 2:03 am

(1) What difficulty levels have you played the scenario on?
Difficult, 1.8.5

(2) How difficult did you find the scenario? (1-10)
3 - One timer, no reloads, no casualties.

(3) How clear did you find the scenario objectives?
Clear. Kill Frik and Frak.

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

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

Making sure the griffins attacked my allies. I used the frozen river in the NW to kill the dwarves. Assassins, archers, and trolls were helpful on this board.

I finished in round 13/30 with 68 gold and will start next scenario with 190 bonus gold.

(6) How fun do you think the scenario is? (1-10)
8 - I liked not losing troops, the slow movement got annoying (though it made it easier to pick off enemies).

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

(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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Maiklas3000
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Re: Scenario Review: SotBE 13 - Dwarvish Stand

Post by Maiklas3000 » December 5th, 2010, 4:24 pm

(1) What difficulty level and version of Wesnoth have you played the scenario on?
Nightmare; 1.9.2; 422 starting gold (minimum is 300)

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

(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.

(5) What were your major challenges in meeting the objectives of the scenario?
My allies rushed out on the ice, allowing a Griffon to level up, creating quite a terror. Northern flank was rough due to said terror bird, dwarves in mountains, and the fact that I had sent a weaker force there, since I planned only a holding action there, though they killed all the enemy with the help of the northern ally. Another problem was that I had recruited a lot of Saurians, not realizing how worthless they are on snow.

(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 suffers from the usual Wesnoth scenario problem of an anticlimactic finish. I suggest a Griffon keep, pumping out Griffons to keep things interesting to the end. You know how seabirds nest on little pinnacles? I suggest a 2 hex fortress out at sea at top left. If you have to kill that leader too, then it would be more challenging.

(8) Was there any event that caused you to lose the game and forced you to reload or restart the scenario?
No.

(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?
There... are... no... comments.
Attachments
SotBE-The_Dwarvish_Stand_replay.gz
(277.28 KiB) Downloaded 316 times

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Faello
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Re: Scenario Review: SotBE 13 - Dwarvish Stand

Post by Faello » May 2nd, 2011, 5:29 pm

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

Nightmare (Warlord), 1.8.5, no saves/reloads, 435 starting gold

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

4.

This scenario has some pretty difficult terrain (a lot of snow) and Darstang's (steelclad, purple) gryphon riders combined with Sagmar's (bandit, black) bandits and trappers make an annoying set of opponents to deal. Thankfully, if player will decide to go mass-trolls (almost exclusively lvl1) with some poison support (assasins, slayers and especially Direwolf Riders), it results in below medium difficulty level. Player can also easily save a lot of gold pieces in this scenario if he has done well in the previous one.

Finished it 10 turns before the turn limit.

1 loss, 26 kills in this one.

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

Crystal clear.

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

It was interesting. Player was finally able to finish off Darstang the "Cocky Dwarf".

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

Taking down steelclads on 70%def hexes wihout losses, luring opponents to low-def terrain, defending SE part of the map from bandit attacks (Al'Brock forces were defeated quickly and warlord had to be reinforced with some trolls to protect him)

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

7.

It's interesting, well designed yet simple scenario, but difficult terrain kind of sucks part of the fun from it.

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

None, it's good as it is.

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

No.

Replay attached:
Attachments
SotBE-The_Dwarvish_Stand_replay.gz
Dwarvish Stand replay, Nightmare (Warlord) difficulty level, 1.8.5, no saves/reloads
(50.12 KiB) Downloaded 257 times
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cph
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Re: Scenario Review: SotBE 13 - Dwarvish Stand

Post by cph » June 11th, 2011, 11:21 pm

(1) Warrior, 1.8.5.
(2) 1. Perhaps I'm playing at the wrong skill level :-), but I didn't feel so earlier in the campaign. Started with 469 gold, finished on turn 12.
(3) Clear.
(4) Good.
(5) None. Finding spots where I can get XP ahead of my allies without exposing my good units to too much danger. I replayed from turn 4 because I massively overrecruited expecting a big battle, but again my allies just needed a bit of help and they could do most of the work.
(6) 4. The change of scenery is nice. Dragging around saurians in this terrain — not so nice.
(7) Really the only problem here is that I'm at the wrong difficulty, it seems. It would be an interesting fight if the enemy was strong enough to beat my allies so that I had to use the terrain for a real fight.
(8) No.

Giraffemonster
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Re: Scenario Review: SotBE 13 - Dwarvish Stand

Post by Giraffemonster » June 22nd, 2011, 3:56 pm

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

Grunt (Challenging) on 1.9.6

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

3, not much problems. The dwarves were good in the mountains, but poisoning did a good job.

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

Clear enough, kill the enemy leaders.

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

The dialogue was clear, and interesting enough. I'm guessing this is supposed to be an easy scenario after the last one, so that not much really needs to be said.

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

Really low mobility and fighting the dwarves in the mountains.

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

3. Watching your foot units move 1-2 hexes a turn is not fun.

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

Add some roads starting from your camp.

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

Nope, it was easy enough.

(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?

N/A

line
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Re: Scenario Review: SotBE 13 - Dwarvish Stand

Post by line » August 29th, 2012, 9:38 pm

(1) What difficulty level and version of Wesnoth have you played the scenario on?
Warlord (Nightmare) 1.10.3
469 starting gold (allies: 219?/219?, enemies:300/450)
Finished turn 14/27

(2) How difficult did you find the scenario? (1-10)
4. Still easy, but nasty ground. It seems my allies had more money, than they were supposed to have. Should have been 100 gold each instead of 219.

(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?
Nice as is. Grüü eating a dog and wanting a pony next doesn’t fit in the wesnoth storyline, where it says in the unit description, that trolls have little need of food and water (what is rather senseless to me – giant creatures need lots of food).

(5) What were your major challenges in meeting the objectives of the scenario?
Fighting the dwarves in the hills (the stupid ally didn’t stop at the river to let the enemies come to us), as well as fighting on ice. Not too much challenge, as the opponent is rather weak (lvl-1 and lvl-2 units) and my allies had (maybe too) much money. I lost a lvl-1 but didn’t replay for a better victory.

(6) How fun do you think the scenario is? (1-10)
5. The ice costs mobility, so it was just walking it down with the lvl-3’s and trying to grab some kills with recruits. Not too much fun.

(7) What, if any, are changes you would have made to the scenario to make it more fun?
If the dwarves decide to stay and take on the fight, they should be better than simply getting crushed. Maybe a little ambush (dwarves hiding in the hills, bandits in a city) or some more wood on the map and the elves returning to bottle up the advancing orcs.

(8) Was there any event that caused you to lose the game and forced you to reload or restart the scenario?
None.
Attachments
SotBE-The_Dwarvish_Stand_replay.gz
(52.76 KiB) Downloaded 209 times

SBak
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Re: Scenario Review: SotBE 13 - Dwarvish Stand

Post by SBak » September 22nd, 2013, 1:13 pm

(1) What difficulty level and version of Wesnoth have you played the scenario on?
Challenging (easiest) 1.8.5 and 1.10.5

(2) How difficult did you find the scenario? (1-10)
3 - it's probably the easiest scenario in the whole campaign.

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

(4) How clear and interesting did you find the dialog and storyline of the scenario?
Good as always so far.

(5) What were your major challenges in meeting the objectives of the scenario?
Pretty much the same as your typical Undead in the swamp scenario - restricted movement, low defence and hard-hitting enemies which require combined attacks. Oh and of course your enemy having one unit with free movement, good defence which deals significant damage (Gryphons)

Inconsistent allies - Flar Tar's allies tend to complicate things impeding the passage and movement of my Trolls (novel strategy of sending Orcish Warriors to fight Dwarves on mountains from ice but I've yet to see it work) so I kept having to hold back my Goblin Pillagers (I decided that given the terrain slowing Dwarves with Pillagers would be more effective than poisoning them and losing Assassins/Slayers). However a couple of times I've had a quick, strong Troll called Gnar who tends to partner Gruu and be just as consistent. Meanwhile further south my main forces work well with Al Brock's forces and the Gryphons, Bandits and Trappers are dealt with.

(6) How fun do you think the scenario is? (1-10)
5 - It's not as bad as a couple of the others such as that one in the desert but it's also not among the more enjoyable scenarios in this campaign.

(7) What, if any, are changes you would have made to the scenario to make it more fun?
My suggestion here would be for a much bigger map with places in the snow and ice which could serve as 'positions'. I'm thinking here of something like Northern Winter in HttT - only with much less favourable terrain. I know it's an easier campaign and the situation is reversed with Elves (which tend to fare somewhat better in frozen terrain given that one of their main units - the Elvish ranger - enjoys 40% defence plus they have Shamen). Here I feel the map is too small and there's not much opportunity for variations in strategy and tactical stuff.

(8) Was there any event that caused you to lose the game and forced you to reload or restart the scenario?
Yes, attracted by their 30% defence I recalled Saurians only to find they're only good for playing leapfrog near the keep. Again another restart when I discovered (quite by chance) that if you're going to put Trolls on ice you might as well have a few Troll Rocklobbers out there.

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Maiklas3000
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Re: Scenario Review: SotBE 13 - Dwarvish Stand

Post by Maiklas3000 » May 3rd, 2014, 9:21 pm

(1) Level, version, and starting gold? Nightmare, 1.11.12, 242 starting gold.
(2) Difficult? (1-10) 8. I hope it has been tweaked since the above reviews. Ah yes, minimum starting gold has been reduced from 300 to 200.
(3) Clear? Clear.
(4) Dialog? Pretty good.
(5) Challenges? Getting past the ice river while keeping the leader alive on the eastern front. I lost a loyal Slayer.
(6) Fun? (1-10) 8, nice but suffers from ice slogging and an anti-climatic finish.
(7) Changes? If the enemy keeps were very close to each other and the leaders were not set to passive, then the finish would be quicker and more tense/dangerous.
(8) Restarts? Lost a couple of times. Restarted from start. No save-reloads.

In the replay, you'll see that I sent a Warlord to protect the eastern ally. I thought he would be able to just camp out in the village to the east of the ally's keep, and kill anything that came to him, supported by a Whelp, Wolf Rider, and Slayer. However, upon arriving at that village, my Warlord got instantly mangled by a Thunderer and a Trapper, and soon had to run for his life. Well, limp for his life, since he was not quick. I don't think I've ever seen a more pathetic Warlord.
Attachments
SotBE-The_Dwarvish_Stand_replay.gz
(70.31 KiB) Downloaded 151 times

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