Count Kromire

Discussion and development of scenarios and campaigns for the game.

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Atreides
Posts: 1251
Joined: March 30th, 2019, 10:38 pm
Location: On the 2nd story of the centre village in Merwuerdigliebe turning the lights on and off

Re: Count Kromire

Post by Atreides »

Duncan_Shriek wrote: July 1st, 2023, 12:19 pm S08 Return to Kromire Castle:

Enemy side 3 doesn't start, because there is no (longer?) a unit named EOM_Battle_Wizard in Era of Myths
Looks like 1.14 has it but 1.16 has a Great Wizard instead. I ported 1.14 to 1.16 but changed nothing. Seems that 1.14 was updated as were the campaigns. I suspect that 1.16 needs to be updated also.
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Atreides
Posts: 1251
Joined: March 30th, 2019, 10:38 pm
Location: On the 2nd story of the centre village in Merwuerdigliebe turning the lights on and off

Re: Count Kromire

Post by Atreides »

The official 1.16 version has been uploaded, it does have the correct unit name as that was apparently altered for 1.16. Hope it works.
shevegen
Posts: 607
Joined: June 3rd, 2004, 4:35 pm

Re: Count Kromire

Post by shevegen »

I just tested this campaign. The story idea is nice, but I already have immense problems with the
first scenario. Unless I have missed something, I only have two units, and the enemy swarms
me with like 8 units. 3 or 4 of these are weak, but the others hit like a truck e. g. 10x3 melee
damage; one is a shapechanging wolf and all (?) seem to also have ranged attack types,
which is super-strange to me. Is it really meant designed to be that way? I can't seem to recruit
any units either. I may be missing something, because it seems very hard as a start that way.

It's like captain khronos and his elite unions are stacked against Igor from the get go.

Edit: I tried it with plague, but the spawned units are either ignored or killed quickly. Igor also
seems super-weak for a leader hero; his companion is nice but also just gets obliterated
by the enemy units.

Edit 2: Alright, so stealth has to be used. Still strange to me.
Konrad2
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Re: Count Kromire

Post by Konrad2 »

Seems to hold true for the whole campaign:
No mention of turns running out being a lose condition.
No info about the gold carryover

Counter
The village on 6,10 should be owned by me when the scenario starts, but that is not the case. (It's right next to my keep)

Warning that pops up when the enemy recruits:
Unit-type "EOM_Fire_Spirit" doesn't exist

Valemoi
This scenario would profit from the macro used in the first scenario of The Rootless, to simulate that the battle has already been ongoing.

Warning that pops up when the enemy recruits:
Unit-type "EOM_Fire_Spirit" doesn't exist

Alliance
This dialogue only scenario has a 80% carryover instead of the 100% I would expect.

Return to Kromire Castle
It would make sense if the villages belonging to the castles were already owned by my enemies.
Technically the Courier should now join the Windsong side instead of staying under my command.

The Prophet's Blood
It does not make sense to me that I do not already own the villages near my castle. I suggest changing this.

(I droided my side for a couple turns, nothing else.)
Attachments
CK-Hard Rock Pass replay 20260215-182112.gz
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CK-Return to Kromire Castle replay 20260215-183600.gz
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CK-The Prophet’s Blood replay 20260215-185745.gz
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CK-The Therian Village replay 20260215-135000.gz
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CK-Devlings replay 20260215-140405.gz
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CK-Michbie replay 20260215-142736.gz
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CK-Counter replay 20260215-144108.gz
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CK-Valemoi replay 20260215-154735.gz
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ShiftyFly
Posts: 2
Joined: April 21st, 2024, 5:52 pm

Re: Count Kromire

Post by ShiftyFly »

I'm finding scenario 3 really difficult, it seems that my units can't get to the central villages before the other side, and even when i level up some units from killing the peasants I'm hopelessly outnumbered with almost no income. Is there an expectation that i have lots of level 2 units from the previous scenario?

Edit: have been looking through some previous posts that i didn't see before, I'll try rushing the centre more and see if that works
Konrad2
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Re: Count Kromire

Post by Konrad2 »

How much gold do you have? I had about 300, and due to the enemies arriving as just some 6 units at once, I could overwhelm them and take the middle villages.
ShiftyFly
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Joined: April 21st, 2024, 5:52 pm

Re: Count Kromire

Post by ShiftyFly »

Konrad2 wrote: April 8th, 2026, 7:22 pm How much gold do you have? I had about 300, and due to the enemies arriving as just some 6 units at once, I could overwhelm them and take the middle villages.
I only have 213 gold at the start, maybe i should redo the previous scenario to get more carry-over?
Konrad2
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Re: Count Kromire

Post by Konrad2 »

ShiftyFly wrote: April 10th, 2026, 9:32 am
Konrad2 wrote: April 8th, 2026, 7:22 pm How much gold do you have? I had about 300, and due to the enemies arriving as just some 6 units at once, I could overwhelm them and take the middle villages.
I only have 213 gold at the start, maybe i should redo the previous scenario to get more carry-over?
Possibly, at least if you are playing on hard.
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