Aldur the Great

Discussion and development of scenarios and campaigns for the game.

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Konrad2
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Aldur the Great

Post by Konrad2 »

I am not the author nor maintainer, I'm creating this topic only because I want a place to collect bugs/typos/feedback for this campaign.

S1
live in this valey -> lives in this valley
will do it -> will do it.

S2
they are in safe -> they were safe
he is already know -> he already knows
midle -> middle
mountines -> mountains
dead line -> dead end
Aldur have never -> Aldur had never
wasn't different -> wasn't any different

S3
That an ant? But it very strange! -> That's an ant? But it looks very strange!
carefull -> careful
tunnel continue -> tunnel continues
will grew old -> will grow old

S4
they heared -> they heard
They thought this is the dead end and they have to try to swim, -> They thought that this is a dead end and that they'd have to try and/to swim,
that is not matter -> it is of no matter/it does not matter
I get chill -> I get chills
with the think -> thinking
But lucky we -> But luckily we
could be worst -> could be worse

S5
The scenario does not play any music.

Thank you the help -> Thank you for your help
comen -> come
!. -> !

S6
mountines -> mountains
It a hell of journey -> Its a hell of a journey
orks -> orcs
ork and goblin -> orcs and goblins

This scenario applies 80% carryover even though it's a cutscene scenario.

S7
burning everywhere -> burning everywhere.
Orks -> orcs
They blown -> They have blown

My allied leader managed to die in turn 3 by charging out of his keep to attack a level 2 orc on turn 1. That's bad.

they are here -> they are here.

This scenario is apparently not meant to be beatable, especially not with lvl 0 recruits.
Attachments
ATG-The Escape replay 20211218-165130.gz
(22.52 KiB) Downloaded 2 times
ATG-Rough journey replay 20211218-170304.gz
(22.1 KiB) Downloaded 2 times
ATG-Underground replay 20211220-212424.gz
Warning, 100+ turns
(200.29 KiB) Downloaded 2 times
ATG-Deadly Cave replay 20211220-213341.gz
(31.17 KiB) Downloaded 2 times
ATG-Out of the mountines replay 20211220-214106.gz
(32.65 KiB) Downloaded 2 times
ATG-Battle replay 20211220-222026.gz
(49.75 KiB) Downloaded 3 times
vghetto
Posts: 730
Joined: November 2nd, 2019, 5:12 pm

Re: Aldur the Great

Post by vghetto »

Konrad2 wrote: December 18th, 2021, 3:41 pm ...
My allied leader managed to die in turn 3 by charging out of his keep to attack a level 2 orc on turn 1. That's bad.
...
This scenario is apparently not meant to be beatable, especially not with lvl 0 recruits.
Typos and other issues fixed except for those two.
white_haired_uncle wrote: December 6th, 2021, 3:23 pm Aldur_The_Great really needs some gold/turns rules. One could just end turn over and over and get rich.
Do you have a recommendation for the number of turns? What if I use Konrad2's replays as a reference and add +2 turns to whatever turn number he finished each scenario at?
Konrad2 wrote: December 20th, 2021, 9:43 pm Hi, someone please make it possible to win the last scenario of Aldur the Great.
The enemies have way too much gold for this to be doable without even heavier grinding in previous scenarios (which is very annoyning with lvl 0 units). Maybe allow lvl 1 recruits?
Konrad2 wrote: December 21st, 2021, 9:25 am
vghetto wrote: December 21st, 2021, 7:07 am I think it will be unlikely that anyone claims it anytime soon. I'll see about sneaking in those changes for you on the next run of updates. Lowering the enemy gold and allowing lvl 1 recruits would do the trick?
Something like 200 gold to start with for each enemy and only 100 gold reinforcements when the troll arrives + lvl 1 units would certainly make it doable.
I'm not aiming to have it be perfectly balanced, so I don't mind it being too easy. (Balance is not really a concern in this campaign anyway I'd say.)

As a side note, the defeat condition is false. If only Aldur and his companion die, I do not lose. The allied leader has to die as well.
Do you have a recommendation for the list of recruits?
I'll fix the defeat condition thing too.
white_haired_uncle
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Joined: August 26th, 2018, 11:46 pm
Location: A country place, far outside the Wire

Re: Aldur the Great

Post by white_haired_uncle »

vghetto wrote: January 7th, 2022, 2:14 am
white_haired_uncle wrote: December 6th, 2021, 3:23 pm Aldur_The_Great really needs some gold/turns rules. One could just end turn over and over and get rich.
Do you have a recommendation for the number of turns? What if I use Konrad2's replays as a reference and add +2 turns to whatever turn number he finished each scenario at?
Seems like a reasonable start, though I would tend to err by having the turn limit too high and the early finish too low. That way when the player runs into some bad luck and can't get a single hit in for a few turns he loses some gold but not the whole scenario.
Konrad2
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Re: Aldur the Great

Post by Konrad2 »

vghetto wrote: January 7th, 2022, 2:14 am Do you have a recommendation for the list of recruits?
I would just take the recruit list of the ally, so Aldur would just be able to lead the units in the garrison. No units appearing by magic.
vghetto
Posts: 730
Joined: November 2nd, 2019, 5:12 pm

Re: Aldur the Great

Post by vghetto »

Oh my, the underground was painful to watch. A real slug!
I'll add recruit limits to them.

Edit:
I watched the replays and I don't think that adding a turn limit would be suitable for any of the scenarios.
For the underground scenario, I've set the recruit limit to 20 for each enemy side.
When Aldur gets out of the cave and the ally shows up, Aldur recruit list expands to match the ally.
On the battle scenario, each enemy starts on 200 (including trolls) and an extra 100 is thrown in to the orcs when the trolls show up. The defeat condition was also fixed.
The recruit list for aldur expands again to match the ally.
The moves for the allied leader are taken away on the first turn.
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