The Rise of Wesnoth 14 - Rough Landing
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Re: The Rise of Wesnoth 14 - Rough Landing
7 - Also, way too much bats. They're mostly annoying, especially in a map with few villages so where you can't recruit a lot of troops.
Having only one leader recruits them would be way better.
Having only one leader recruits them would be way better.
Re: The Rise of Wesnoth 14 - Rough Landing
(1) What difficulty levels have you played the scenario on?
Version 1.18.4, Biased RNG (experimental), difficulty Lord (Difficult) ( = hard)
(2) How difficult did you find the scenario? (1-10)
7
(3) How clear did you find the scenario objectives?
Very clear.
(4) How clear and interesting did you find the dialog and storyline of the scenario?
Very clear.
(5) What were your major challenges in meeting the objectives of the scenario?
Small islands and Serpents for a campaign with land based units? Well, Red and White Mages can deal with everything. As Horsemen love Nagas, I could welcome another Knight to my recall list.
(6) How fun do you think the scenario is? (1-10)
7
(7) What, if any, are changes you would have made to the scenario to make it more fun?
It's fine as it is.
(8) Was there any event that caused you to lose the game and forced you to reload or restart the scenario?
None beyond the occasional turn restart, because my first plan of movements didn't work out.
Version 1.18.4, Biased RNG (experimental), difficulty Lord (Difficult) ( = hard)
(2) How difficult did you find the scenario? (1-10)
7
(3) How clear did you find the scenario objectives?
Very clear.
(4) How clear and interesting did you find the dialog and storyline of the scenario?
Very clear.
(5) What were your major challenges in meeting the objectives of the scenario?
Small islands and Serpents for a campaign with land based units? Well, Red and White Mages can deal with everything. As Horsemen love Nagas, I could welcome another Knight to my recall list.
(6) How fun do you think the scenario is? (1-10)
7
(7) What, if any, are changes you would have made to the scenario to make it more fun?
It's fine as it is.
(8) Was there any event that caused you to lose the game and forced you to reload or restart the scenario?
None beyond the occasional turn restart, because my first plan of movements didn't work out.
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Re: The Rise of Wesnoth 14 - Rough Landing
(1) What difficulty levels and game versions have you played the scenario on? Lord (Difficult) 1.18.5
(2) How difficult did you find the scenario? (1-10) 5
(3) How clear did you find the scenario objectives? Clear
(4) How clear and interesting did you find the dialog and storyline of the scenario? A bit lacking, Haldric can start getting some more character development here
(5) What were your major challenges in meeting the objectives of the scenario? None
(6) How fun do you think the scenario is? (1-10) 7, it's the only water scenario in this campaign, so it's a nice change
(7) What, if any, are changes you would have made to the scenario to make it more fun? None
Recruited/recalled 4.5 keeps of units, though 4 would probably be enough. I quickly took out the east leader, using the land heroes to bait out the first turn recruits, while the loyal mermen circled around and attacked the leader with storm tridents. I then formed a line, starting from the reefs west of the starting keep, up to the island just to the north, across the central reefs, and to the island to the east. Jessene, Edren and Haldric held the west island while Burin and Ruddry took the east (and pushed north essentially the entire scenario). Playing defensively on the reefs made it easy to keep units alive, while focussing exp on hunters into netcasters meant I had increasing ability to negate the enemy damage. For the sea serpents, I would dangle L1 units in their attack range, but where I could counterattack with the ruby and Edren. Hence every serpent essentially had 1 chance to attack (though I got lucky and nobody died) before being blasted away. After most of the naga were dead I just swam up to the leaders.
I only had 22g carryover, which is normal for this scenario, and was just enough for the next one.
Results:
5 netcasters, 1 triton (loyal), 1 warrior
(2) How difficult did you find the scenario? (1-10) 5
(3) How clear did you find the scenario objectives? Clear
(4) How clear and interesting did you find the dialog and storyline of the scenario? A bit lacking, Haldric can start getting some more character development here
(5) What were your major challenges in meeting the objectives of the scenario? None
(6) How fun do you think the scenario is? (1-10) 7, it's the only water scenario in this campaign, so it's a nice change
(7) What, if any, are changes you would have made to the scenario to make it more fun? None
Recruited/recalled 4.5 keeps of units, though 4 would probably be enough. I quickly took out the east leader, using the land heroes to bait out the first turn recruits, while the loyal mermen circled around and attacked the leader with storm tridents. I then formed a line, starting from the reefs west of the starting keep, up to the island just to the north, across the central reefs, and to the island to the east. Jessene, Edren and Haldric held the west island while Burin and Ruddry took the east (and pushed north essentially the entire scenario). Playing defensively on the reefs made it easy to keep units alive, while focussing exp on hunters into netcasters meant I had increasing ability to negate the enemy damage. For the sea serpents, I would dangle L1 units in their attack range, but where I could counterattack with the ruby and Edren. Hence every serpent essentially had 1 chance to attack (though I got lucky and nobody died) before being blasted away. After most of the naga were dead I just swam up to the leaders.
I only had 22g carryover, which is normal for this scenario, and was just enough for the next one.
Results:
5 netcasters, 1 triton (loyal), 1 warrior
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