I'm about to upload this campaign port to the server. I'm starting a new thread, because the title (and contents) of the old thread don't fit anymore. The old thread is here: viewtopic.php?f=8&t=35221
. There is also an old bug report: viewtopic.php?f=4&t=35931
I've played the first scenario, and the code seems to be working. However, I've suspended further playtesting to solicit feedback on whether the first scenario should be rebalanced.
Has anyone beaten the first scenario on hard? When I first loaded this campaign on hard, long ago, I was aghast at the forces I was supposed to beat, all while keeping my AI ally alive. Now that I've actually played it, my impression was confirmed. My ally leader would jump out into the open, and get cut down by level 2 enemy units. I don't think it's doable.
I played it again on medium, and won. However, my allied leader came within one blow of being killed, so it was no sure thing.
Of the four main methods of increasing the difficulty - enemy gold, friendly gold, number of turns, enemy recruits - the first scenario dials up the difficulty on all four. For comparison, I looked at the initial scenario of several mainline campaigns, and none of them did that for all four.
Considering how close I came to losing my ally, I don't see how I could do with less gold, more enemy gold, or more enemy level 2s. If I'd pushed harder, and been willing to risk losing units to the enemy leaders (particularly that orcish sovereign - nasty), I might have won by turn 20, the turn limit on hard. Overall, however, I think the current medium difficulty is as hard as it should get.
So, has someone come up with a winning strategy for hard? (You don't have to "spoil" the scenario by revealing it, just let me know that it can be done.) If not, I'll replace the current hard difficulty with the medium settings.
This raises the question of whether I should also rebalance medium, to make it easier, or just leave it as-is. Opine here!
Or perhaps you think I should pursue other methods to keep the ally leader alive, like making him a passive leader, or allowing the player to give orders to the AI, or making the AI side fully playable.
Once the issue of the first scenario is resolved, I'll try to resume my own playtesting, and also look into updating the maps with some of the new terrain that has been introduced since 1.6.