Rise of Wesnoth: Temple of the deep: Difficulty issue

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muxec
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Rise of Wesnoth: Temple of the deep: Difficulty issue

Post by muxec »

On normal difficulty this map is far from normal. Mayby expert players at the beginning of this mission have 5 paladins and 5 mages of light and lots of money, but I do not. If I'm defensive I do not have enough time to reach the leader and to kill him, enemy leader is extremely strong. The entire map is dark, So my units are 125/75=5/3 weaker than normally. Enemy raises zombies and zombies are very strong in underground. Also sea monsters make troubles.

Please normalize the difficulty of this mission. Remove at least two (better 3) deathblades of the enemy.
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scott
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Post by scott »

Well, what exactly do you have?

You do need several L3 units here, but not 10. If you have Haldric and Burin on L3, then you need 1 or 2 more L3 fighters (iron maulers or royal guards). Then you need at least 1 white mage/MOL, but 2 is better. Finally, I would say 2 red/arch mages are needed to make the quick kills. You must use the bottleneck to limit the amount of damage you receive.
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muxec
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Post by muxec »

I have
2xGrand knight (bad at this mission no holy dammage)
2xWhite mages (one of them loyal shows at the beginning)
1 Paladin
1 Knight (loyal free)
2 Marksman
1 Mage near levelup
1 Thug near levelup

2Lvl main hero

And less than 200 gold


Wesnoth difficulty already changed a lot from 0.8.4. In 0.8.4 difficulties were hard, very hard and extremely hard
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Flak Target
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Post by Flak Target »

try sending dwarf, white mage, and thug right
send white mage, thug with holy water, and a few foot pads left


block them in tunnel and pick them off
The right should be held easily the left will require some luck but when the footpad levels it will be easy
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elscouta
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Post by elscouta »

Thugs and a white mage is enough to win this mission. It would be better if you have Burin the Lost (dwarf) or kept the maulers of scenario 2, but the mission is doable only with what you have.

Remember that thugs are chaotic, and skeletons all have a weakness to impact. Killing the sea monsters should be trivial.
muxec
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Post by muxec »

What to do with sea monsters?
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unsung
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Post by unsung »

I found this map hard too, mostly because 1. It's freaking hard! and 2: not everyone has a ton of white mages. I almost never use mages and all of my level units were either shock troopers, a pikeman or mounted. (10 knights, 1 paladin 2 grandknights.)
I think that the difficulty level needs to be toned down a bit because I won on the last turn after losing like 100 outlaws and spending all of my gold. and I had a lot of gold.

also for some reson the dwarf bever appeard for me. I captuerd every village on his map too. is it supossed to be a specific person who captures the village he's in?
Oh no look out its a ray gun.
You should move to avoid the rays
the rays are coming out of the gun
if you are hit by the rays
you will be shot by the rays
the rays are fast so you should be fast to
can you win against the fast rays from the gun?
scott
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Post by scott »

unsung wrote: (10 knights, 1 paladin 2 grandknights.)
I can see how you would be screwed on this level.

This is a good example of how you should be allowed to buy white mages or shock troopers on the easy level.
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Wesnoth acronym guide.
unsung
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Post by unsung »

I have three shock tropers but they get swarmed annd are too slow and my pike man is useless in this place. and yeah, I am screwed in this level and in a few others too. especially clear water port becuase I only have 100 gold. I'm forced to be a coward and take the first ship out. :cry:

maybe you should allow a limited numbe rof leveld up units to be recruited on easy in this campaign, say two or three of each,for the whole campaign. I have no clue how you would limit it though.
perhaps give people a pair of units before this sceanrio?
Oh no look out its a ray gun.
You should move to avoid the rays
the rays are coming out of the gun
if you are hit by the rays
you will be shot by the rays
the rays are fast so you should be fast to
can you win against the fast rays from the gun?
scott
Posts: 5248
Joined: May 12th, 2004, 12:35 am
Location: San Pedro, CA

Post by scott »

Would increasing the min gold be of any help to you?
Hope springs eternal.
Wesnoth acronym guide.
muxec
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Post by muxec »

scott wrote:Would increasing the min gold be of any help to you?
The problem is that you need very good units, if you use low levels your enemy gains lots of zombies.
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drachefly
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Post by drachefly »

muxec wrote:
scott wrote:Would increasing the min gold be of any help to you?
The problem is that you need very good units, if you use low levels your enemy gains lots of zombies.
Not if you choose your low level units wisely. Still, point understood.
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unsung
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Post by unsung »

scott wrote:Would increasing the min gold be of any help to you?
probably. I think it would better to reduce the amount of level two units the lich has on easy. its pretty hard to kill death blades, revenants, (I love that name for some reason) and bone shooters with footpads and thugs. sure my shock troopers could handle it but it would take to long for me to kil the lich and his other men plus get haldric to the ruby of fire before the end; plus, they would die in the process.

It was a fun scenario though even if it literally took me all day.
Oh no look out its a ray gun.
You should move to avoid the rays
the rays are coming out of the gun
if you are hit by the rays
you will be shot by the rays
the rays are fast so you should be fast to
can you win against the fast rays from the gun?
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Elvish_Pillager
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Post by Elvish_Pillager »

unsung wrote:revenants, (I love that name for some reason)
Me too.
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xtifr
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Post by xtifr »

Hmm, only took me a few tries to get through this one, and I had almost no higher-level characters. I just sent in waves of first-level mages. Many died, but when I finished, I had a bunch of 2nd level mages, many of them close to third. With the holy-water-armed dwarf to handle the occasional serious nasty, the undead fell like flies.

Took me a little while to realize that spears, swords and bows were essentially useless, but once I realized that, it all fell into place. :)
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