Search found 14 matches

by jpaulson
December 1st, 2012, 1:20 am
Forum: Scenario & Campaign Development
Topic: Legend of the Invincibles
Replies: 7455
Views: 1360334

Re: Legend of the Invincibles (chapter 8 is out)

In "Sightseeing" (Chapter 2 Scenario ), Argan is getting killed around turn 9/10, which seems earlier than I can reasonably reach him. Is he supposed to be able to fend for himself? AI deaths leading to defeat are always annoying (especially if said AI force is far away); is that lose condition real...
by jpaulson
November 26th, 2012, 2:48 am
Forum: Scenario & Campaign Development
Topic: Legend of the Invincibles
Replies: 7455
Views: 1360334

Re: Legend of the Invincibles

"Gods" (Chapter 2, scenario 2) played extremely oddly. The bandit just below my camp didn't recruit on turn 1 and I killed him on turn 2 with no dialogue. The witch surrendered as soon as I saw her (telling me where the monastery was), then I got her intro speech right *after* that, and she summoned...
by jpaulson
November 25th, 2012, 10:42 pm
Forum: Scenario & Campaign Development
Topic: Legend of the Invincibles
Replies: 7455
Views: 1360334

Re: Legend of the Invincibles

It is not pointless. It does not work as you think, though. If there is a lot of weak enemies separating you from their leader, you can kill one, take his place, and proceed, and the enemies will not occupy that place again preventing you from proceeding. OK, that makes sense! I just misunderstood ...
by jpaulson
November 25th, 2012, 7:52 pm
Forum: Scenario & Campaign Development
Topic: Legend of the Invincibles
Replies: 7455
Views: 1360334

Re: Legend of the Invincibles

At the beginning of "Toxic Sun", all of Efraim's items had disappeared, but Lethalia's were still equipped. Efraim's items were not in my inventory, just gone (as far as I can tell). The ability "penetrates" (which Efraim and Lethalia are given) does not grant the ability to attack again, which seem...
by jpaulson
March 11th, 2010, 4:38 am
Forum: Scenario & Campaign Development
Topic: NEW: Elvish Dynasty RPG
Replies: 100
Views: 35467

Re: NEW: Elvish Dynasty RPG

"Finale" is very difficult to defeat by defending (I imagine this is intentional), but it is very easy to bring your whole army through one of the four openings and assassinate Marshal Linsvail. I won this way on turn 7. IMO, you should make this approach much harder; it seems to violate the spirit ...
by jpaulson
December 31st, 2009, 8:09 am
Forum: Scenario & Campaign Development
Topic: Insane Hermit
Replies: 46
Views: 11532

Re: Insane Hermit

Suggestion for the race name: Creations.
by jpaulson
December 31st, 2009, 8:06 am
Forum: Scenario & Campaign Development
Topic: Insane Hermit
Replies: 46
Views: 11532

Re: Insane Hermit

Some balancing comments: Scenario 2 (vs. the dwarves) is too easy (only 1 leader) Scenario 3 (vs. the orcs) is too hard (requires assassinations relying on extreme enemy stupidity and a fair dose of luck) Scenario 4 (vs. the undead) is WAY too easy (60 gold for each leader...?) Scenario 6 ("The Lab"...
by jpaulson
December 29th, 2009, 7:24 pm
Forum: Scenario & Campaign Development
Topic: 1.8 SP Campaign: Bad Moon Rising 1.0.4
Replies: 100
Views: 28419

Re: 1.8 SP Campaign: Bad Moon Rising 0.9.1

When I get into a skirmish before "Royal Rumble", the game crashes with the error

Error while playing the game: Game error: unknown unit type "
by jpaulson
December 29th, 2009, 3:11 am
Forum: Scenario & Campaign Development
Topic: 1.8 SP Campaign: Bad Moon Rising 1.0.4
Replies: 100
Views: 28419

Re: 1.8 SP Campaign: Bad Moon Rising 0.9.1

In "The Guardian" (Copper Mines), losing Maskov does not result in game over contrary to objectives.
by jpaulson
December 29th, 2009, 3:04 am
Forum: Scenario & Campaign Development
Topic: 1.8 SP Campaign: Bad Moon Rising 1.0.4
Replies: 100
Views: 28419

Re: 1.8 SP Campaign: Bad Moon Rising 0.9.1

I enjoyed the prologue. Only one comment: In "Darkside", the pursuer is too strong. It is basically a matter of luck whether the green spawns kill him before you run out of space to run. Not sure what to suggest...maybe give the player a better hiding place? Or one respawning ghost? Part 2: 1) If yo...
by jpaulson
December 21st, 2009, 7:17 am
Forum: Delfador’s Memoirs
Topic: Scenario 13: The Return of Trouble
Replies: 42
Views: 19890

Re: Scenario Review: DM 13 - The Return of Trouble

1) Medium 2) Impossible with conventional tactics (started with 310 gold). I tried 4 or 5 times and died horribly (like, 20+ orcs left alive) each and every time. I eventually beat it (with relative ease) by recruiting only sorceresses and doing a mad rush to Purple's keep. I assume this was not the...
by jpaulson
December 20th, 2009, 8:25 am
Forum: Add-on Feedback
Topic: Dead Water (add-on for 1.8)
Replies: 26
Views: 11099

Re: Dead Water

Just finished on normal (Wesnoth 1.6.5). Great campaign! I found "Slavers" to be by far the hardest mission. It ended my attempt to beat the campaign on hard soundly. Way too many Saurians on favorable terrain for them. On normal, the walkthrough strategy worked. Nothing else was super challenging; ...
by jpaulson
December 19th, 2009, 8:14 am
Forum: Add-on Feedback
Topic: Alfhelm the Wise
Replies: 21
Views: 11477

Re: Alfhelm the Wise

I agree with giapo that the bears mission is impossible if you don't happen to have leveled hunters in your recall list. Seems like an unfortunate design decision. Maybe the player should get to choose which 3 units they want with them (one of those one-turn keep things)?
by jpaulson
December 18th, 2009, 7:53 pm
Forum: Add-on Feedback
Topic: Alfhelm the Wise
Replies: 21
Views: 11477

Re: Alfhelm the Wise

Playing on medium, Wesnoth 1.6.5, campaign version .4 Excellent campaign so far (I'm a few scenarios into part 2). Two comments: 1) In the battle with the two brothers, you should be able to step on the keep/village after the second brother is dead. 2) In the Pass of Arendia, the orcs are very stron...