HttT on hard: no S/R
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HttT on hard: no S/R
I'm currently attempting this task. Has anyone done it? It took me 4 days to beat the first level to my satisfaction and I am now on the Siege of Elesenfar and have had to retry it 3 times already because I have lost either my white mage or my knight (Haldiel).
I WILL post the replays when I have succesfully completed the entire game. =)
Again, I am playing with NO SAVE / RELOAD. The only saving I'm doing is between maps when prompted. No other saving is acceptable!
Thoughts? Questions? Comments?
I WILL post the replays when I have succesfully completed the entire game. =)
Again, I am playing with NO SAVE / RELOAD. The only saving I'm doing is between maps when prompted. No other saving is acceptable!
Thoughts? Questions? Comments?
- Dragonking
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I'm acually (when time allows) trying to beat Httt on hard without S/R and with rather fair luck... it takes a lot of time to beat every level. So far I did finished first 3 scenarios... I did some stupid things but overall result is (IMHO) quite good.
Ah btw - it's my first attempt to complete this campaign
Anyway - I wish you good luck with it, JW, and what's more inportant - have fun!
Ah btw - it's my first attempt to complete this campaign
Anyway - I wish you good luck with it, JW, and what's more inportant - have fun!
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- Dragonking
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Well, i have done it but i needed two or three saveloadings midscenario. Not to wait for good luck but to correct severe tactical mistakes. IMO what you need is
- about 300 gold (350 is better)
- some (6-8) level2 units or at least level1s close to leveling
- a white mage or a mage close to leveling
And it is vital that you finish the orcs before facing substantial numbers of skeletons (but i guess you know that already). A merman with that magical weapon is really handy here, but you might get along without him.
- about 300 gold (350 is better)
- some (6-8) level2 units or at least level1s close to leveling
- a white mage or a mage close to leveling
And it is vital that you finish the orcs before facing substantial numbers of skeletons (but i guess you know that already). A merman with that magical weapon is really handy here, but you might get along without him.
Smart persons learn out of their mistakes, wise persons learn out of others mistakes!
Heh, I already kinda beat it. =)Yogi Bear wrote:Well, i have done it but i needed two or three saveloadings midscenario. Not to wait for good luck but to correct severe tactical mistakes. IMO what you need is
- about 300 gold (350 is better)
- some (6-8) level2 units or at least level1s close to leveling
- a white mage or a mage close to leveling
And it is vital that you finish the orcs before facing substantial numbers of skeletons (but i guess you know that already). A merman with that magical weapon is really handy here, but you might get along without him.
Thanks though. =D
I had a white mage going in (that I recalled in the middle) and many many marksmen. Plus I had already leveled Haldiel. =)
I started this morning to do this too Now i am at blackwater port which i finished losing a ranger so i'm probably going to replay it. Anyway is that possible to kill the orc leader in 9 turns? (8 considering the fact the first turn you can only recruit..) If you answer affirmatively please post a replay
If you folks would help playtest HTTT on hard using 1.1.x, that would be a great help.
Hope springs eternal.
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I would [playtest 1.1.x], but I'm not sure I like some of the changes that have been put in place... such as allowing mermaid initiates in BoP, which totally swings the sea battle in favour of the rebels
such as putting in a fjord, which makes the level so much easier[/i]
such as putting in a fjord, which makes the level so much easier[/i]
A witty saying proves nothing.
-Voltaire
-Voltaire
Maybe that's exactly the reason why you should playtest it and report how you like the effect of those changes on gameplay? Those changes to make it easier might be dependent on difficulty level if Scott receives input into that direction. E.g. on EASY you get Initiate and Hunter, in MEDIUM just Hunter and in HARD only the old Merman...blackjack wrote:I would [playtest 1.1.x], but I'm not sure I like some of the changes that have been put in place...
Deciding the best course requires input from players, the sooner the better.
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Exactly. The mermaid (singlular) and fjord hexes are targeted at players who are not skilled at water combat and who may occassionally make unit placement mistakes when moving those units out... i.e. new unskilled players. Taking them out on hard is certainly on the table.
I am now interested in how you take the new Isle of the Damned...
I am now interested in how you take the new Isle of the Damned...
Hope springs eternal.
Wesnoth acronym guide.
Wesnoth acronym guide.
I'd playtest 1.1, but I'm kinda invested in this project right now: I'm on the Dwarven Doors.
And about playtesting the new changes - I'd only be able to tell you about the hard difficulty in 1.1. I wouldn't be able to tell you what a good difficulty would be for easy or medium because either would be too easy for me and I would simply have no perspective on it. The same is porobably true for blackjack as well.
And about playtesting the new changes - I'd only be able to tell you about the hard difficulty in 1.1. I wouldn't be able to tell you what a good difficulty would be for easy or medium because either would be too easy for me and I would simply have no perspective on it. The same is porobably true for blackjack as well.