![]() Even with everything from sound to animation of AI move turned off the wait during AI is far too long. In the big scenarios with huge numbers of units the game slows down massively during AI turn and cursor movement can be a bit sluggish during own turns. If this is going mainline I think you need to make the newbie level easier otherwise new wesnoth-ers will play the game and will become demoralised. However at the easy level it is too hard so not a game for beginners. I will keep trying but it does not seem to be possible after my first try. Northern undead get blocked in their cave with trolls. ![]() I killed southern troll, and I probably woud be able to kill northern troll and southern undead by playing better, but I would need more turns to kill others. It seems not possible to win this map in nightmare level. So again, has this been playtested on hard? , but I really think the enemy has way too much gold on hard. A couple of villages or a pinch point limiting the flux of undead east, or more turns might help The point is that the undead keep on coming in hordes: I can hold, but pushing east is out of question, as one quickly gets too many losses to continue. The problem is that the undead arrive in force near my keep(it is advantageous to fight near the keep), as I can rotate units and send to the nearby villages for healing, while further east there are no villages until the main opening and there you stand no chance. I also get the mage quickly to the main front. I have no problem holding north and south with 3-4 rotating units at the chokepoints. I also tried this, but after I clear the north trolls, there is a door with just more undead. There is a walkthrough and Eleazar outlined a strategy, but I do not think it works on hard. Santi wrote:On Infested caves, has this been playtested on hard? That darn allied dwarf is suicidal.Īnd add some additional quirks to the fillers above-ground? I won't win this one unless there is a trigger. Way to shorten things and newbie boost of gold in Clearing the Mines. ![]() Way to shorten things after mid-game in initial Scenario I think on the easiest level you need to scale down / ramp up a couple of scenarios: And one or two quite funny bits of dialogue when a white mage cops it.) (I am now stuck on the "settling disputes" scenario, too hard at the mo for this newb. This would reduce the mopping up and end the game a little sooner when all is said and done but the AI doesn't realise it. Then apply something like "Across the harsh Sands" (in a very good - so far - elven campaign) where each turn some life force is lost. In Clearing the Mines and in the initial scenario perhaps you could trigger something like "demoralisation" in the enemy when say a majority of warlords or the head honcho get nailed. ![]() Can something be added?īTW: Storyline: What is the relationship between Father Marcus and Sister Theta? At first I thought they were father/daughter but now it seems they may be husband/wife? After my early (and tiny) gains near the cavemouth were lost it was a case of slogging it out in the two-wide entrance. Thereafter they were five cells deep and ten (diagonal) wide at all times, with others piling in. At my level of experience there was no way I could get enough units out of the cave before the enemy were cramming to get in. The next scenario is a bit of a timewaster as far as I can see, good only for promoting a few units. This is the way a long scenario (in fact any scenario) should be in my books. You feel you have achieved something when you clear an area, free prisoners, etc. It has suspence, uncertainty about success, mystery, suprises. That scenario has everything needed for good gaming experience. I got through Clearing the Mines by cheating - I edited the cfg and gave myself more gold.
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