Scenario Review: SoF 7 - Outriding the Outriders

Feedback for the mainline campaign Sceptre of Fire (not to be confused with the Heir to the Throne scenario of the same name.)

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taptap
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Re: Scenario Review: SoF 7 - Outriding the Outriders

Post by taptap » October 25th, 2011, 8:44 pm

(1) What difficulty level and version of Wesnoth have you played the scenario on?

Dwarf Lord (Difficult), 1.9.9

(2) How difficult did you find the scenario? (1-10)

3 - although I had to restart from begin once when I thought it is a bright idea to drop the third village to ride some more hexes :)

(3) How clear did you find the scenario objectives?

Pretty clear.

(4) How clear and interesting did you find the dialog and storyline of the scenario?

Better than the other scenarios. Quite good actually.

(5) What were your major challenges in meeting the objectives of the scenario?

Not omitting the third village, ZOC exercise.

(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?

Make the outriders less suicidal, they attack with melee against spearmen for getting 7-4 instead of 8-3. Make them run around your units where suitable, that way they will gain more speed than through their recklessness, they also will last longer.

(8) Was there any event that caused you to lose the game and forced you to reload or restart the scenario?

Omitting the third village to "run faster" :)
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alluton
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Re: Scenario Review: SoF 7 - Outriding the Outriders

Post by alluton » December 25th, 2011, 10:58 am

(1) What difficulty level and version of Wesnoth have you played the scenario on?
difficulty level was medium(i dont remember its name but the middle one) wesnoth version:1.9.13
(2) How difficult did you find the scenario? (1-10)
1
(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 and rather interesting.
(5) What were your major challenges in meeting the objectives of the scenario?
There were no challenges,mostly because Alanin had 92/95 exp so elven outriders didnt attakc on him :P
(6) How fun do you think the scenario is? (1-10)
8,because those loyal spearman and archers managed to damage many elven outriders really bad.
(7) What, if any, are changes you would have made to the scenario to make it more fun?
Some code that tells elven outriders to attack alanin even if he have 95/98 exp.
(8) Was there any event that caused you to lose the game and forced you to reload or restart the scenario?
No.
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befeleme
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Re: Scenario Review: SoF 7 - Outriding the Outriders

Post by befeleme » January 27th, 2012, 1:04 pm

klein_atuin wrote: (2) 10 with bad luck: about 5 starts + single replays and every time got killed before round 5 - even with various ways of blocking or attacking

played several versions of this campaign before on normal or hard and never had serious problems with this scenario. don't exactly remember what's been different, but is there a random factor at prestart, maybe how many quick enemies appear or even which villagers? that might be a bad idea if so.
I have a similar experience. I think the crucial thing is to have Alanin at level 3, or reach it approx. before turn 4. Otherwise (I believe) you have no chance.

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Re: Scenario Review: SoF 7 - Outriding the Outriders

Post by taptap » January 27th, 2012, 8:39 pm

Afair there is a village very close to you, while you can reach the second village already. Go to the second one. Always use ZOC to keep the enemy away from Alanin without killing your "peasants", don't attack with them in the beginning use them for ZOC only. And keep running and triggering your reinforcements.
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Re: Scenario Review: SoF 7 - Outriding the Outriders

Post by Pewskeepski » February 2nd, 2012, 2:00 am

(1) What difficulty level and version of Wesnoth have you played the scenario on?
Steelclad (Challenging), 1.10.0 - 40 Starting Gold.

(2) How difficult did you find the scenario? (1-10)
4.

(3) How clear did you find the scenario objectives?
It's not clear where the outpost is.

(4) How clear and interesting did you find the dialog and storyline of the scenario?
Okay, but that's probably because there's not much of it :P

(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. Scenarios where you're not concerned about so many units are fun!

(7) What, if any, are changes you would have made to the scenario to make it more fun?
The peasants aren't really 'peasants'. Maybe changing them to thugs and poachers would help? I know thugs don't have a pierce weapon like the spearman, which might cause a balance issue, but poachers are similar enough to bowmen. Though if this were done it might be a good idea to change the starting time of day since the units would be chaotic. I say this because I was taking advantage of the time of day at key points in this scenario.

(8) Was there any event that caused you to lose the game and forced you to reload or restart the scenario?
Nope.

(9) If you know a bit of the Wesnoth Markup Language - do you think that the WML of this scenario is clear and well commented? If not which part would you like to be documented better?
Okay.
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Curtis
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Re: Scenario Review: SoF 7 - Outriding the Outriders

Post by Curtis » July 20th, 2014, 10:36 am

(1) What difficulty level and version of Wesnoth have you played the scenario on? — 1.11.13 Lord (most difficult)
(2) How difficult did you find the scenario? (1-10) — 4/5
(3) How clear did you find the scenario objectives? — Quite clear, although I found myself searching for a signpost rather than a Keep at the southern end.
(4) How clear and interesting did you find the dialog and storyline of the scenario? — Okay.
(5) What were your major challenges in meeting the objectives of the scenario? — Staying alive.
(6) How fun do you think the scenario is? (1-10) — 6
(7) What, if any, are changes you would have made to the scenario to make it more fun? — I would 'enlarge' it a bit by allowing villagers to activate other villages, and adding additional Outriders, maybe 3 and 6 turns after the initial Outrider reinforcement arrives (so, turns 5 and 8?).
(8) Was there any event that caused you to lose the game and forced you to reload or restart the scenario? — Yes, I lost Allanin around turn 7 on my first runthrough.

Again, I want to compliment the Walkthrough for this scenario. The first time through the Elves did 24% more damage than predicted, and I inflicted 6% less than predicted. On the second run we each finished at -12%, so that was okay. On the second run I killed all of the Outriders by the end of turn 8 or 9, but the game still took until turn 12, because I couldn't find the outpost. (As mentioned above, I was looking for a signpost, not a keep.)

On the second run I took the Walkthrough's admonition not to attack with units within one blow of dying as a mandate to attack when my units were more than one solid blow away from death, and it worked like a charm.

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Re: Scenario Review: SoF 7 - Outriding the Outriders

Post by D-Wade » November 19th, 2014, 7:11 pm

(1) What difficulty level and version of Wesnoth have you played the scenario on?
1.10.7 - Normal

(2) How difficult did you find the scenario? (1-10)
7

(3) How clear did you find the scenario objectives?
Clear. But there should be a note about the goal to reach being a fort and not, what I thought, a signal post.

(4) How clear and interesting did you find the dialog and storyline of the scenario?
I expected some Peasants and not Spearmen and Bowmen ;) .

(5) What were your major challenges in meeting the objectives of the scenario?
The major challenge was to choose the right path to go. You have to skip some villages but you also have to get to some villages or the followers will catch up and easily kill you.

(6) How fun do you think the scenario is? (1-10)
8

(7) What, if any, are changes you would have made to the scenario to make it more fun?
Either change the Spearmen and Bowmen to Peasants and let 4-5 of them pop out of a village or change something in the dialogue. Maybe there are just soldiers on holiday :D .

(8) Was there any event that caused you to lose the game and forced you to reload or restart the scenario?
Several. It came down to choosing the right path and positioning the "peasants" the right way.

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Re: Scenario Review: SoF 7 - Outriding the Outriders

Post by Inky » September 25th, 2015, 5:16 pm

(1) Level and version? Hard (Lord), 1.12.4
(2) Difficult? (1-10) 9 for the first couple turns, 1 for the rest
(3) Objectives? Clear.
(4) Dialog? Fine.
(5) Challenges? Surviving the first couple turns. My Alanin was only level 2 - personally I don't think it is worth it to level him to 3 just for the sake of this scenario as the experience ends up wasted.
(6) Fun? (1-10) 7. It's a nice, extremely tense start but once you get about halfway across the map it becomes boring (I never even saw the outriders again)
(7) Changes? Once you get past the first few turns it becomes trivial - the outriders become so distracted with the loyalists they never come close to reaching. Maybe add some obstacle further down the map.
(8) Restarts? None.
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sine_nomine
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Re: Scenario Review: SoF 7 - Outriding the Outriders

Post by sine_nomine » October 4th, 2016, 2:26 am

(1) What difficulty level and version of Wesnoth have you played the scenario on?
Difficult (Lord), Wesnoth 1.12.4

(2) How difficult did you find the scenario? (1-10)
1

(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?
It's ok

(5) What were your major challenges in meeting the objectives of the scenario?
Nothing. Just move alanin south and attack with loyalists during the day. Or you can forget attacking and just leave the loyalists around as distractions, nothing happens if you kill the enemies.

(6) How fun do you think the scenario is? (1-10)
2

(7) What, if any, are changes you would have made to the scenario to make it more fun?
Dunno.

(8) Was there any event that caused you to lose the game and forced you to reload or restart the scenario?
No
I replayed the scenario because I got a halberier the first time and that's pretty unlikely.
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Re: Scenario Review: SoF 7 - Outriding the Outriders

Post by Samonella » March 10th, 2018, 12:34 am

(1) What difficulty level and version of Wesnoth have you played the scenario on?
Version 1.13.11, "Challenging"

(2) How difficult did you find the scenario? (1-10)
3

(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?
Great

(5) What were your major challenges in meeting the objectives of the scenario?
Only the first two turns were difficult, after that I easily accumulated enough soldiers to beat the outriders

(6) How fun do you think the scenario is? (1-10)
8 - Short and unique. Too easy, but I wasn't on the hardest difficulty after all

(7) What, if any, are changes you would have made to the scenario to make it more fun?
See below

(8) Was there any event that caused you to lose the game and forced you to reload or restart the scenario?
The first time I loaded, for some reason I couldn't move onto the villages, it was like they were impassable terrain somehow. Restarted wesnoth and the scenario, and it worked fine.
Also, moving onto the fort's keep doesn't trigger victory, I had to undo and move onto the normal castle part. Presumably the terrain used to be Ke (is now Ket) and the event filter wasn't updated.
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Re: Scenario Review: SoF 7 - Outriding the Outriders

Post by Konrad2 » July 30th, 2018, 8:48 am

(1) What difficulty level and version of Wesnoth have you played the scenario on?

1.14.4, Hard

(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?

Big like.

(5) What were your major challenges in meeting the objectives of the scenario?

Throwing the first soldiers somewhat to the north so they'd buy enough time.

(6) How fun do you think the scenario is? (1-10)

8. Unique and interesting.

(7) What, if any, are changes you would have made to the scenario to make it more fun?

Make defeating all chasing outriders an alternative scenario objective.

(8) Was there any event that caused you to lose the game and forced you to reload or restart the scenario?

I killed the outriders in the first try and didn't haveenough time left to get to the Outpost. (bad positioning)
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