To Lands Unknown 3.9
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Re: To Lands Unknown 3.1.2 - a new gameplay mode!
I'd like to point out that I just played the campaign, that's all. xD
Re: To Lands Unknown 3.1.2 - a new gameplay mode!
On Ka-Gatta I got the golden carpet but didn't have a carpet rider / master recruited in the scenario. Thus I figured I may as well recruit one on the next one to use its effect.
So on Goddess of all Rhamis I recruited a carpet rider, I was asked whether I was willing to give them the golden carpet and accepted.
My carpet rider did get the 50% speed boost, but didn't advance, even though the pop-up was claiming it would. I guess that is a bug or is there some feature I don't know that stop these items from letting units advance when they are not used in the Ka-Gatta scenario ?
So on Goddess of all Rhamis I recruited a carpet rider, I was asked whether I was willing to give them the golden carpet and accepted.
My carpet rider did get the 50% speed boost, but didn't advance, even though the pop-up was claiming it would. I guess that is a bug or is there some feature I don't know that stop these items from letting units advance when they are not used in the Ka-Gatta scenario ?
Re: To Lands Unknown 3.1.2 - a new gameplay mode!
Thank you for reporting greeghost I'll investigate that. The last time it worked for me.
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Re: To Lands Unknown 3.1.2 - a new gameplay mode!
I'm stuck on fire canyon I start off with around 220 gold please help
- ForestDragon
- Posts: 1770
- Joined: March 6th, 2014, 1:32 pm
- Location: Ukraine
Re: To Lands Unknown 3.1.2 - a new gameplay mode!
Could you please be more specific? Is it due to a bug or the scenario's difficulty?Tastycrayon766 wrote: ↑July 27th, 2018, 3:49 pm I'm stuck on fire canyon I start off with around 220 gold please help
My active add-ons: The Great Steppe Era,XP Bank,Alliances Mod,Pestilence,GSE+EoMa,Ogre Crusaders,Battle Royale,EoMaifier,Steppeifier,Hardcoreifier
My inactive add-ons (1.12): Tale of Alan, The Golden Age
Co-creator of Era of Magic
My inactive add-ons (1.12): Tale of Alan, The Golden Age
Co-creator of Era of Magic
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- Joined: December 17th, 2015, 10:27 pm
Re: To Lands Unknown 3.1.2 - a new gameplay mode!
If your trouble is due to the difficulty, then you could also upload here either a saved replay of your attempt or the latest savegame.
Re: To Lands Unknown 3.1.2 - a new gameplay mode!
So just finished the campaign again, great work on that, and was wondering if there is a sequel in the make or already made. Earlier in this thread it was mentioned and I am really curious if there is anything to look at
- ForestDragon
- Posts: 1770
- Joined: March 6th, 2014, 1:32 pm
- Location: Ukraine
Re: To Lands Unknown 3.1.2 - a new gameplay mode!
Unfortunately, there isn't yet a sequel. There are plans to make one, but it's certainly not going to happen in the near future.
My active add-ons: The Great Steppe Era,XP Bank,Alliances Mod,Pestilence,GSE+EoMa,Ogre Crusaders,Battle Royale,EoMaifier,Steppeifier,Hardcoreifier
My inactive add-ons (1.12): Tale of Alan, The Golden Age
Co-creator of Era of Magic
My inactive add-ons (1.12): Tale of Alan, The Golden Age
Co-creator of Era of Magic
Re: To Lands Unknown 3.1.2 - a new gameplay mode!
Oh that's a quick reply ^^ Good to hear that there is something planned though, thanks for the infoForestDragon wrote: ↑August 3rd, 2018, 3:09 pmUnfortunately, there isn't yet a sequel. There are plans to make one, but it's certainly not going to happen in the near future.
Re: To Lands Unknown 3.1.2 - a new gameplay mode!
Just replaying the campaign on hardest difficulty.
I understand that it is hard and difficult; but what actually kills me is the
behaviour of the AI. For example, the level 4 djinni in siege of Mag-Magar keeps
on suiciding very early on since he is so trigger-happy to rush in, gets outnumbered
and ends up as BBQ..
What is, however had, even worse is that after I get control of all
the units (except for one), and managing this quite ok (no losses because I can
align them somewhat defensively), that living gate thingy keeps on rushing
forward and suiciding that way. Just like the level 4 djinni does.
I believe this shows an immense shortcoming of the AI; but even more
annoying is that this causes a loss (defeat) since the living gate
thingy may not die. I have no problem if my decisions lead to a loss here
but it annoys me that the AI is causing me a loss. Starting money is only
200 gold so I don't have enough units either - while I can probably help
out on the right hand side of the djinni and living gate, with so few coinage
there isn't much that can be done (simply taking too much damage that
way on hardest difficulty). May help if on the preceding levels I could get
more money, but the cash influx is a bit low. Only scenario where a lot
of money is generated is the dungeon style level. (Preserving more
money by recruiting fewer units afterwards may be an option, but I
do not think that it would make a huge difference in that scenario -
it would probably only delay the awkward AI suicide running.)
Since fixing the AI is probably a bit harder, I suggest to simply let
the player take over ALL the units, including the suicidal gate. Alternatively,
a setting could be used via a context menu e. g. where the player can disable
these suicide rushes. (And perhaps campaign creators could have a simpler
way to define on a few select AI modes; just keep it simple, three modes -
offensive, defencive and team-based; the latter being that the unit at hand
always tries to be side to side with other unit; or attacks those that may
threaten a wounded unit).
I assume these suicide runs are done largely because the code calculates
for the most efficient damage output and then follows that. This makes the
AI unfortunately somewhat predictable too and you can bait them in other
scenarios by burning through fodder units (to soak up hits and die) - more
variation may be useful here in the long run.
I understand that it is hard and difficult; but what actually kills me is the
behaviour of the AI. For example, the level 4 djinni in siege of Mag-Magar keeps
on suiciding very early on since he is so trigger-happy to rush in, gets outnumbered
and ends up as BBQ..
What is, however had, even worse is that after I get control of all
the units (except for one), and managing this quite ok (no losses because I can
align them somewhat defensively), that living gate thingy keeps on rushing
forward and suiciding that way. Just like the level 4 djinni does.
I believe this shows an immense shortcoming of the AI; but even more
annoying is that this causes a loss (defeat) since the living gate
thingy may not die. I have no problem if my decisions lead to a loss here
but it annoys me that the AI is causing me a loss. Starting money is only
200 gold so I don't have enough units either - while I can probably help
out on the right hand side of the djinni and living gate, with so few coinage
there isn't much that can be done (simply taking too much damage that
way on hardest difficulty). May help if on the preceding levels I could get
more money, but the cash influx is a bit low. Only scenario where a lot
of money is generated is the dungeon style level. (Preserving more
money by recruiting fewer units afterwards may be an option, but I
do not think that it would make a huge difference in that scenario -
it would probably only delay the awkward AI suicide running.)
Since fixing the AI is probably a bit harder, I suggest to simply let
the player take over ALL the units, including the suicidal gate. Alternatively,
a setting could be used via a context menu e. g. where the player can disable
these suicide rushes. (And perhaps campaign creators could have a simpler
way to define on a few select AI modes; just keep it simple, three modes -
offensive, defencive and team-based; the latter being that the unit at hand
always tries to be side to side with other unit; or attacks those that may
threaten a wounded unit).
I assume these suicide runs are done largely because the code calculates
for the most efficient damage output and then follows that. This makes the
AI unfortunately somewhat predictable too and you can bait them in other
scenarios by burning through fodder units (to soak up hits and die) - more
variation may be useful here in the long run.
Re: To Lands Unknown 3.1.2 - a new gameplay mode!
> I'm stuck on fire canyon I start off with around 220 gold please help
I think this happens with a few scenarios where there isn't a lot of income.
Perhaps a few hidden treasures with a small gold stash here and there could
help, since I struggle with the money situation too, but only on the hardest
difficulty. On the other levels it was quite easy or at the least manageable..
I think this happens with a few scenarios where there isn't a lot of income.
Perhaps a few hidden treasures with a small gold stash here and there could
help, since I struggle with the money situation too, but only on the hardest
difficulty. On the other levels it was quite easy or at the least manageable..
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- Posts: 217
- Joined: December 17th, 2015, 10:27 pm
Re: To Lands Unknown 3.1.2 - a new gameplay mode!
You can also tweak the aggression of the computer controller. From your description of the behavior, such is probably all that needs done.
- PastaSaucey
- Posts: 14
- Joined: September 3rd, 2018, 10:31 pm
Re: To Lands Unknown 3.1.2 - a new gameplay mode!
Hi there!
I am a pretty huge fan of your work (hint: it inspired me to really write stories 4 Wesnoth) and it feels good to finally get to speak with you about your campaign.
So TLU was actually the very first Wesnoth campaign that I completed and it is still my favorite .
I am still very new to this world of Wesnoth (I beat the campaign on easy ) so the first thing i wanted to know is where i can ask you the many questions that i had about TLU.
But the very first thing I need to know is...
Is there a sequel comming?
Thanks!
I am a pretty huge fan of your work (hint: it inspired me to really write stories 4 Wesnoth) and it feels good to finally get to speak with you about your campaign.
So TLU was actually the very first Wesnoth campaign that I completed and it is still my favorite .
I am still very new to this world of Wesnoth (I beat the campaign on easy ) so the first thing i wanted to know is where i can ask you the many questions that i had about TLU.
But the very first thing I need to know is...
Is there a sequel comming?
Thanks!
Think outside the quadrilateral parallelogram
Re: To Lands Unknown 3.1.2 - a new gameplay mode!
You are not alone - the AI behavior kills me too Fortunately I am planning an AI overhaul in the future. Your observations may prove to be useful. Thank you for reporting.
That's an interesting idea. To be honest, I've never playtested the campaign on hard. That difficulty setting is mostly based on reviews from experienced players, so if somebody has something to say about hard difficulty issues, please share your thoughts so we can make this setting less frustrating.shevegen wrote: ↑August 19th, 2018, 3:21 am > I'm stuck on fire canyon I start off with around 220 gold please help
I think this happens with a few scenarios where there isn't a lot of income.
Perhaps a few hidden treasures with a small gold stash here and there could
help, since I struggle with the money situation too, but only on the hardest
difficulty. On the other levels it was quite easy or at the least manageable..
Hello PastaSaucey and thank you for your kind words Let me answer your question: there is no sequel coming for TLU in the near future but some work on the prequel has been made Unfortunately there a few obstacles (including my limited spare time and some worrying statistics about the game) but I am planning to reveal the whole story of the world of TLU sooner or later.PastaSaucey wrote: ↑September 3rd, 2018, 11:07 pm So TLU was actually the very first Wesnoth campaign that I completed and it is still my favorite .
I am still very new to this world of Wesnoth (I beat the campaign on easy ) so the first thing i wanted to know is where i can ask you the many questions that i had about TLU.
But the very first thing I need to know is...
Is there a sequel coming?