Search found 14 matches
- December 1st, 2012, 1:20 am
- Forum: Scenario & Campaign Development
- Topic: Legend of the Invincibles
- Replies: 8125
- Views: 2130859
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 cond...
- November 26th, 2012, 2:48 am
- Forum: Scenario & Campaign Development
- Topic: Legend of the Invincibles
- Replies: 8125
- Views: 2130859
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 sh...
- November 25th, 2012, 10:42 pm
- Forum: Scenario & Campaign Development
- Topic: Legend of the Invincibles
- Replies: 8125
- Views: 2130859
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 ...
- November 25th, 2012, 7:52 pm
- Forum: Scenario & Campaign Development
- Topic: Legend of the Invincibles
- Replies: 8125
- Views: 2130859
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 atta...
- March 11th, 2010, 4:38 am
- Forum: Scenario & Campaign Development
- Topic: NEW: Elvish Dynasty RPG
- Replies: 112
- Views: 58389
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 t...
- December 31st, 2009, 8:09 am
- Forum: Scenario & Campaign Development
- Topic: Insane Hermit
- Replies: 46
- Views: 15416
Re: Insane Hermit
Suggestion for the race name: Creations.
- December 31st, 2009, 8:06 am
- Forum: Scenario & Campaign Development
- Topic: Insane Hermit
- Replies: 46
- Views: 15416
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...
- December 29th, 2009, 7:24 pm
- Forum: Scenario & Campaign Development
- Topic: 1.8 SP Campaign: Bad Moon Rising 1.0.4
- Replies: 100
- Views: 36346
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 "
Error while playing the game: Game error: unknown unit type "
- December 29th, 2009, 3:11 am
- Forum: Scenario & Campaign Development
- Topic: 1.8 SP Campaign: Bad Moon Rising 1.0.4
- Replies: 100
- Views: 36346
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.
- December 29th, 2009, 3:04 am
- Forum: Scenario & Campaign Development
- Topic: 1.8 SP Campaign: Bad Moon Rising 1.0.4
- Replies: 100
- Views: 36346
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...
- December 21st, 2009, 7:17 am
- Forum: Delfador’s Memoirs
- Topic: Scenario 13: The Return of Trouble
- Replies: 44
- Views: 57785
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...
- December 20th, 2009, 8:25 am
- Forum: Add-on Feedback
- Topic: Dead Water (add-on for 1.8)
- Replies: 26
- Views: 13707
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 cha...
- December 19th, 2009, 8:14 am
- Forum: Add-on Feedback
- Topic: Alfhelm the Wise
- Replies: 21
- Views: 14752
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)?
- December 18th, 2009, 7:53 pm
- Forum: Add-on Feedback
- Topic: Alfhelm the Wise
- Replies: 21
- Views: 14752
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...