Bad Moon Rising & Trinity

Review and rate user-made single and multiplayer campaigns and scenarios.

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Jeebus
Posts: 7
Joined: April 29th, 2009, 6:59 am

Re: Bad Moon Rising

Post by Jeebus »

doofus-01 wrote:
I was ready to go after Huric after taking out the other enemy but got victory first.
If Huric was still around when the other guy got killed, then something is wrong with that scenario. What turn did you end on?
Ended on turn 7. It was a combination of luck, and the fact that the enemy leader came down to me in order to attack a wounded Javelineer. Also, I just noticed that there's a new version of the campaign, so I guess I was using 0.6.4 rather than 0.7.0.
greenman
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Joined: December 18th, 2007, 12:03 am
Location: Cape Town, South Africa
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Re: Bad Moon Rising - spelling mistake

Post by greenman »

Spelling mistake in part II, "Enough". "greatful" -> "grateful".
Night10194
Posts: 1
Joined: May 24th, 2009, 7:46 am

Re: Bad Moon Rising

Post by Night10194 »

I've finished the first two campaigns, and I have to say, the Ukians are my new favorite side. I love the crazy little semi-Russians and especially their commandos. I'll also admit I played on Easy, and still had difficulties with some scenarios, specifically Ruin. I had a large gold stockpile for Royal Rumble, and survived by doing massive human wave assaults of newly recruited line infantry while using my leveled units for counter-attacks, and did not find that scenario especially difficult. Ruin, however, for the rough terrain and roadblocks that you have to fight through, does not give the player enough time to properly escort the survivors. Also, during the hunt for the Big Bad in The Pit, I found I had to resort to save-and-pray or else I simply couldn't catch him in time, even with three very fast Commandos.

Also, the intro campaign, with Scarrion, is a bit thin on fun and story. There's very little actual strategy, and it's kind of boring without recruitment and resource management. The random-encounters and world-map for the Ukians, though, is absolutely brilliant. A wonderful way to build up units between major engagements and replace losses. The Ukians themselves, as I said above, are also a surprisingly good faction. I'd like to see a third level for the Ukian Veteran, though, since as of now they aren't as useful as the Signalman or Officer since they cease leveling up.

I like the difficulty of the 2nd campaign, save for Ruin. Ruin can go to heck. The battle at the river was well done, and most of the scenarios feel reasonably fair, especially with the ability to train troops between major engagements.

Finally, I agree that the characters need a little more development. The background, setting, and overall plot are good, but the VIPs need some more screen-time and development.

Thus, difficulty was about a 5-6, and Fun was a 9. I'm going to go off and play what there is of campaign 3, and eagerly await its completion.
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Kelben
Posts: 67
Joined: February 10th, 2009, 2:32 am
Location: Manila

Re: Bad Moon Rising

Post by Kelben »

Ah dear Doofus,

I never gave you back my feedback on the second chapter I completed a while ago now (since I progressed till passing the underground river in the chapter 3 now).

I think, and you already know this, you did a great job! New factions pretty well developed, scenario very interesting... My favorite scenario is the one of the forest (3rd scenario I think), It is nice to have to handle such a large front. I went North with some runner and dogs, many HP units in the middle and pierced in the South. The time limit in Ruins is very tight and I could see other people mentioning it. It is also very difficult to catch Scarion in the Copper Mine. Royal Rumble was great as well, I opted for a standing in the snow next to my castle to absorb the main enemies assault and manage the first wave of cavalry before moving forward, praying for these Nordics to do as much damages as possible.

I could read some notes about the difficulty of getting where is the forest or how to escape the legion, I did not have any though. I will then not say you lack clarity. Objectives changing along a scenario is also nice. When coming to fort Kuhle (right?) I had a good time seeing Hurric leaving...

Improvements? I am afraid I am not so good in suggesting some. Let us see for chapter 3 but up to now, things have been pretty smoothly. Simply: Congratz :wink:
-WAR- Wesnoth Allied Rebels
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doofus-01
Art Director
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Joined: January 6th, 2008, 9:27 pm
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Re: Bad Moon Rising

Post by doofus-01 »

Night10194, Kelben,

Thanks. I will change Ruin so it isn't quite so tight. The chasing-Scarrion-in-the-copper-mine part will be troublesome to change, but I'll keep that in mind.
Jeebus
Posts: 7
Joined: April 29th, 2009, 6:59 am

Re: Bad Moon Rising

Post by Jeebus »

doofus-01 wrote:Night10194, Kelben,

Thanks. I will change Ruin so it isn't quite so tight. The chasing-Scarrion-in-the-copper-mine part will be troublesome to change, but I'll keep that in mind.
FWIW, I didn't have trouble with chasing Scarrion, but only because I had multiple commandos close by and was able to defeat Vazzan quickly. Without commandos it would have been very difficult.

Also, another comment: on Snowblind (part 3), the objective is stated as "reach the northern edge of the map." It should be more specific. I first sent a commando up there, then figured Belleros had to get there. I was running up the right edge of the map to avoid the Primevals. Only when I got there did I realize that Belleros has to get to the northern edge in the middle to trigger victory.
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doofus-01
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Re: Bad Moon Rising

Post by doofus-01 »

Ah, Snowblind. I never could get that scenario to work correctly - the Primevals never attack, only shuffle southwest. For me at least. Something needs to change.
I was running up the right edge of the map to avoid the Primevals
I'll alter the map so that is not as tempting. Thanks.
Jeebus
Posts: 7
Joined: April 29th, 2009, 6:59 am

Re: Bad Moon Rising

Post by Jeebus »

doofus-01 wrote:Ah, Snowblind. I never could get that scenario to work correctly - the Primevals never attack, only shuffle southwest. For me at least. Something needs to change.
I was running up the right edge of the map to avoid the Primevals
I'll alter the map so that is not as tempting. Thanks.
Wait... so what is that yak for, if not to encourage us to do that? Just comic relief?
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Araja
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Joined: May 28th, 2009, 9:56 am
Location: Bath, England

Re: Bad Moon Rising

Post by Araja »

It was good fun, the only time I ran into problems was in the snow forest scenario, where I started to suffer from death due to the amazing amount of time it took my units to get anywhere. :|

The scenario with the first Primeval, as far as I can tell you win that by getting the Footpad guy to rush off and activate the Primeval whilst the others fight off the undead.
Then you just run like hell and hide somewhere whilst the Primeval goes nuts on all the undead. :D
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EvilEarl
Posts: 140
Joined: April 23rd, 2009, 10:58 pm
Location: It's not like you will ever find me, so I won't take the effort to remember where I am.

Re: Bad Moon Rising

Post by EvilEarl »

Holy crap, this is one sweet campaign (and I've only finished part 1 so far).

I like the idea of ancient sexy female supercreatures and the system for scenario 3.

But I have a comment on scenario 5.
Spoiler:
But besides that, this is awesome!! :D
Current Project:
Insane Hermit
That second campaign will probably become a book instead, or a movie or a game or something. Sorry guys.
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chino2468
Posts: 17
Joined: November 6th, 2006, 11:19 pm

Re: Bad Moon Rising

Post by chino2468 »

(1) I recently downloaded the campaign, and finished the first part (the one with Scarrion).

(2) Difficulty = 3. I found it really easy to win: the first level was tough, but on the 2nd one, I just waited until the turns ran out, no zombie reached me at all! The one witht he ghosts was really easy, since they kept resurrecting: I just escaped with Scarrion, and went back with the 3 ghosts and killed them all. The one with the primevals was trickier, I just had to time my escape to get the upgrades, while my poor friends got killed holding the other ghosts back. Once the primevals got there, it was a matter of surviving until the end of turns.

(3) The scenario had clear objectives.

(4) I would have liked a longer escape, before getting captured by the Necromancer.

(5) No serious problems/challenges to report here.

(6) Fun = 6. It was fun, just a bit sad that I got to level my friends and got them alive through every level, and they died nonetheless. I even killed the Necromancer with the ghosts, but he just came back later XD

(7) Maybe a bit longer, with a more levelled difficulty: it had trivial levels, and tough levels.

(8) The grammer was fine, I think.

Thanks for your hard work, I hope you're not offended with my feedback, I know it's really hard to create a campaign, and I appreciate your effort, it was a really good theme! :)
Danath
Posts: 5
Joined: October 12th, 2005, 6:59 pm

Re: Bad Moon Rising

Post by Danath »

Playing in medium dificulty
Episode I: kind of boring, too many turns needed to reach the "end" of the scenario with nearly no strategy at all.
Spoiler:
Episode II: I hate you :annoyed: :P
Some nice maps, then...
Spoiler:
I'll edit when I finish episode III - EDIT: Never finished, when I went to the banner south of the mines nothing happened.
KmArT
Posts: 1
Joined: September 14th, 2009, 11:54 pm

Re: Bad Moon Rising

Post by KmArT »

Been playing through Part I and so far I like it. There is a bit of a plot hole, however minor, that I think would easily be remedied. In Unbreakable, I sent my ghosts (by that time wraiths) to attack Malevan, and they successfully killed him before I migrated out of the north part of the caves. However, I find that my mission in Payback is now to go and attack Maleven.. Well, that's interesting, since I already dispatched him. What I think would seal this hole is to either have Malevan be unkillable in Unbreakable, or have it so that if his hit points did go to zero, there would be a poof, an ominous laugh, and a dialog stating something to the effect that "You think you can kill me? No one kills Malevan" and have him disappear. Maybe I missed a piece of dialog that already points in that direction, but I thought I was doing a good thing in Unbreakable, that turned out to be a waste of many turns.
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doofus-01
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Re: Bad Moon Rising

Post by doofus-01 »

KmArT wrote:In Unbreakable, I sent my ghosts (by that time wraiths) to attack Malevan, and they successfully killed him before I migrated out of the north part of the caves. However, I find that my mission in Payback is now to go and attack Maleven..
Right, that wasn't supposed to happen. I'll make it so he is unreachable in the earlier scenario. Thanks.
JezterMan
Posts: 24
Joined: March 22nd, 2009, 11:59 am

Re: Bad Moon Rising

Post by JezterMan »

Hey,
thank you for the reply to my post ....
http://www.wesnoth.org/forum/viewtopic.php?f=8&t=27022


anyway .... yes here's a save file from the beginning of the map ... and also turn 8 which is the newest one i have....
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