Ogre Crusaders (1.16,1.18)

Discussion and development of scenarios and campaigns for the game.

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Konrad2
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Re: Ogre Crusaders (1.16)

Post by Konrad2 »

ForestDragon wrote: July 18th, 2022, 12:01 pm Strange, leaders recruited normally for me. What version of wesnoth are you using? (I am on 1.16.5)
1.16.5 as well. :hmm:

EDIT:
Smoke of the Fatherland
Without my melee trolls I don't feel like I have a good (lvl 1) answer to the Krad pierce dmg. Sure, my Nobles, but they have no regenerate. :(

Beginning of the Crusade
Obviously easier without that huge enemy camp behind enemy lines. I could and should have sent more troops to deal with the first enemy camp.

EDIT 2:
River Towns
I really need you to give a clearer defintion what 'Clear enemies from the towns' means. Because it clearly doesn't mean 'Clear enemies from inside the fortifications of the towns'. And then I'm out of ideas what you might actually mean.

Also, you missed a period in that sentence when you kill the orange leader.

Temple
Something seems to be wrong with the counter of the Popes army. At the end only 5 of them survived, but the counter said 6/6.

EDIT 3:
Fun fact, this campaigns shares its acronym 'OC' with the Ooze Mini Campaign.
Attachments
OC-Road to Shumsk replay 20220725-225330.gz
(110.13 KiB) Downloaded 99 times
OC-Siege of Shumsk replay 20220729-093645.gz
(185.92 KiB) Downloaded 107 times
OC-River Towns replay 20220729-101337.gz
(149.67 KiB) Downloaded 102 times
OC-Temple replay 20220729-102939.gz
(150.01 KiB) Downloaded 99 times
OC-Smoke of the Fatherland replay 20220724-214512.gz
(125.42 KiB) Downloaded 101 times
OC-Beginning of the Crusade replay 20220724-222512.gz
(120.23 KiB) Downloaded 100 times
OC-Smoke of the Fatherland-Auto-Save4.gz
(181.35 KiB) Downloaded 93 times
R831
Posts: 14
Joined: March 26th, 2020, 10:53 pm

Re: Ogre Crusaders (1.16)

Post by R831 »

Really nice work! And setting... I do love how it resemble Slavic mythology... And BOBER KURWA! xD

Though I want to comment on playability. Despite sprites of trolls looks good on their own, they are too big, and turning screen to unplayable mess! Sorry if I'm harsh, but that is really Not as easy to understand what is happening on screen in necessary details, compared to immediate recognition with normal sized sprites.

Also about the gameplay... Troll artillery is very OP. Or at least It seems to me so! Because you can replace units in frontline with very ease, you can shoot using wounded at back of line, and at the same time protect them with fresh unit with very ease! They heal themselves. I did not finished the campaign yet, but really, it does not seem like I need any other sort of units except artillery and a few bishops to amplify them, where needed.

Anyway, thanks for your work!
Attachments
game.png
Last edited by R831 on July 27th, 2023, 12:30 pm, edited 1 time in total.
R831
Posts: 14
Joined: March 26th, 2020, 10:53 pm

Re: Ogre Crusaders (1.16)

Post by R831 »

Well, for some units not ideal, but at least playable! (BTW full size animation is left as is. I think it gives the look of big creature as it should be in motion yet letting play the game!)
Attachments
pic2.png
R831
Posts: 14
Joined: March 26th, 2020, 10:53 pm

Re: Ogre Crusaders (1.16)

Post by R831 »

Also I think it would be better if boats will deploy units somewhere else, if port is unreachable. Also maybe evacuation on kill event if they have not very deep water under them, and chance for transportable units to go be saved on shore if it is adjacent when ship is destroyed would also improve the gameplay! Maybe some chance for them to be damaged if ship was crushed.
Attachments
pic3.png
Last edited by R831 on July 27th, 2023, 12:33 pm, edited 1 time in total.
R831
Posts: 14
Joined: March 26th, 2020, 10:53 pm

Re: Ogre Crusaders (1.16)

Post by R831 »

Also I think that walls that is not letting stay on them is questionable gameplay idea. Because it is easy to exploit this property! I can easily block their passage, or even make an unatackable turret to shoot on them!

UPD: Damn, problems with sleeping make my English worse than it usually is! Has had to edit posts...

Additional idea: non-combatant buildings, that is just buffing, not able to atack, like shrines, should not have zone of control despite their level.
Attachments
pic4.png
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Mechanical
Posts: 388
Joined: June 29th, 2015, 4:11 pm
Location: Russia

Re: Ogre Crusaders (1.16)

Post by Mechanical »

OGRE CRUSADERS 3.0.0. released on 1.18 addon server!

What's new in 3.0.0 version?

- updated maps for every scenario
- added map sound effects like rivers, campfires, birds
- reworked Tutorial scenario
- fixed several bugs
Attachments
image.png
kaesecracker
Posts: 1
Joined: December 19th, 2021, 2:27 pm

Re: Ogre Crusaders (1.16,1.18)

Post by kaesecracker »

Hey guys, thank you so much for creating this campaign!
I play this with a friend and we really appreciate the unique factions and scenarios. We also like tricky scenarios that require us to try out different strategies. We're struggling with River Towns though... :D

Any tips on how to beat River Towns scenario?

Our situation:
- We both start with ~230g, our leaders and three popes.
- We noticed that units cannot transform deep water to flat water anymore, in the previous scenario it was possible though, is that on purpose or a bug?
- In round 5-6 the yellow faction turns up and arrives within 1-2 turns with quite strong lvl2 units
- We hardly get any gold from the villages on our side of the river

What we've tried so far:
1. Push across the river and kill the first leader nearest to our camps in turn 4 or 5. However, then yellow turns up together with a new wave of green from left and our Ogres are smashed. No gold to recruit more troops.
2. Recruit 3-5 beavers, try to assassinate leaders after they send their troops to our main army, we've managed to kill one, but beavers die quickly on land
3. Send some units behind enemy lines to capture some villages -> once yellow spawns, these units are done
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