An Independence War: SP campaign for 1.18

Discussion and development of scenarios and campaigns for the game.

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orian34
Posts: 20
Joined: December 25th, 2014, 12:31 pm

Re: An Independence War: SP campaign for 1.18

Post by orian34 »

Had a blast playing this campaign, won in hard after tough battles on three fronts!

I totally did not listen to the advice and after beating the nomads, the orcs launched an all out attack on the goblins, so I also sent all my forces to beat their leader while supporting the goblins to stop the orc army.
It happened quite early so I think that ensured me more peace than usual and while stopping the occasional raids from the empire and kingdom, I started moving through the West to the saurians. It coincided with an elven raid that crushed the saurian troops and I stole the kill, nyeheheh. Then I did the reverse by instantly giving 100 gold and a request to war against the elves following the momentum of my army. The elves had just lost all their troops too, so it was an easy picking.
At that point, I never saw raids from drakes or dwarves, maybe because of the elven war they wouldn't launch attacks? But then I had the event leading to permanent all out assault from the empire and kingdom. I kept providing gold to the goblin outpost to keep the high force of the empire busy (around 10 troops with 3+ 10-unit troops.) while I did my best to stem the bleeding in the south gate forest. This was the perfect time to attack the drakes, I thought, so I was quite spread thin lol.
I don't know if things broke at that point, because neither the remaining trolls, dwarves or drakes ever did anything in this game (they still fought like normal when sieged), and I kept giving money to the orcs to attack, but they accepted once and never sent troops, always refusing after that. What a great ally, crying. I had enough troops to crush the drakes while the goblins managed to wear out the empire's huge army through gold transfusion every turn.

After that, there were only the trolls and dwarves left, but since they were passive, I just went all out war against the empire and kingdom as well since my spy in the empire told me they had 11 gold left. Turns out, their all out war against the goblin outpost worn all their army and I could crush the mouth fort fairly easily (they still sent a few troops but lol). At the bottom, it was a similar situation with a timely beast invasion keeping the kingdom's scattered forces busy while my main army split on both fronts. A bit more resistance but their outpost fell as well, at that point I didn't need to extend in wild places so I just sent all my armies at once and started razing all the forts and towns both north and south.
I besieged both capitals at once, the empire being a bit trickier because it had less forts so more gold build up for stronger troops, but I devastated each, even though I could only beat one before it ended.

Anyway, after this long text, I've got a few things to say. First is that I'm impressed at how different the strategy and combat was, it was real army management! Compared to the previous campaign, this one is large scale and maybe the rare normal battles (for bandits and such) felt a bit unnecessary? That or we needed more like ruins to explore or such, but currently it felt too dissonant with the rest of the gameplay.

At first I was honestly quite confused lol, it is a hard system to understand, though once you do, it's pleasant to be able to take down sieges and armies with better strategy. On the other side, I was quite disappointed by my 'allies' and the diplomacy aspect, as it didn't seem too relevant or useful, they were just here, and only the starting goblins truly were brothers in arms. It could be interesting maybe if your allies could send some extra recruits to your city at times, something to make them feel like it was worth the effort beating them. Otherwise the drakes (and other far away leaders) just have no use since you often need to conquer the leader in the middle, and since you can't tell to attack the kingdom/empire, they're just too far to do anything useful after.

The army management was cool, but it has so many clicks, yet I don't know if there's a way to reduce some of the management. I think I got unlucky because I only got some returning soldiers near turn 100 or so, when I had already won the war, but I remember it happened once quite early but I had to reload from poor strategy (it wasn't smart to go get a treasure right next to the dwarves mountain) and then never happened again for so long.

And I think the last thing I noticed, but that's a lot of work, is that the text needs extra polish on the grammar and typos.

Overall was really unique and fun, even if some parts didn't always work.
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mateus_70
Posts: 10
Joined: January 20th, 2019, 5:29 am
Location: Brazil

Re: An Independence War: SP campaign for 1.18

Post by mateus_70 »

Hi again, I've installed the addon recently (a week ago or so). The problem is the promotion of the unit (I guess), it gets stuck in the field.
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Same error after I've reloaded.
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UGI-Campo same error.gz
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Screenshot 2025-03-26 210007.png
UGI-Campo-Salvamente automático238.gz
(809.49 KiB) Downloaded 16 times
UGI-Campo Erro.gz
(812.5 KiB) Downloaded 20 times
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tamanegi
Posts: 166
Joined: August 25th, 2014, 11:38 am
Location: Japan

Re: An Independence War: SP campaign for 1.18

Post by tamanegi »

You are right. A bug occurs when multiple units advance at once.
This point should be fixed in the new release 0.4.1b. I hope...
For existing game, you may need to enter skirmish event. (bandits, scropions, orcs, agents)

Thanks again, mateus_70 (and Enyc, Maegwyrn of Arcyn squad)! :)

# It may be difficult to make further corrections as I don't have much time to do so.
Discord: @tamanegi
It is true that we cannot be free from bugs, but at least let our bugs not always the same...
A Group in a War: my first campaign, An Independence War: and the sequel
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