Quantcast
Channel: The Battle for Wesnoth Forums
Viewing all articles
Browse latest Browse all 2247

Scenario & Campaign Development • Re: A Song of the Winds (prequel to The Dragon Trilogy, SP Campaign for 1.14 & 1.15)

$
0
0
I recently tested this but gave up on the first map.

I also tested two other add-ons, which were worse than this here quality-wise. So,
from the artwork as well as overall map-design, I think the add-on is actually good.

The units we can have are quite decent too; it reminds me of those two older
arabian-night campaigns. Some art seems to be re-used. One is a healer unit
which is nice.

Why did I not continue past the first scenario?

Well - the old problem resurfaced here aka I can not control the allied heroes
or units, and they basically just suicide (or stand still, waiting to be sniped off
by an enemy swarm). I did not have enough units to protect the whole map and
also two stupid allies (heroes and elves) who suicide-run against enemy poison
units. So the whole army then has poison, as a consequence low
hp, and suddenly the allied leaders are swarmed and surrounded by those
sword wielding strong units as all their bodyguard units juts died.

I think maps where we have to control AI-controlled allied units who do stupid
things, are not good. A better situation would be if these allied idiots were allowed
to die. This can have negative repercussions, of course, but won't mean insta-loss.
And I just can not want to be bothered to control my own units, but also control the
map in a way to draw aggro from the enemies, so they don't attack those allied
idiots. I would have actually won the first scenario quite easily, if it would have
just then been those enemy units, but instead the add-on forces me to care about
the allied leaders who are just too stupid to survive, and
I can not want to be bothered to help stupid. My recommendation would be to
somewhat change that, e. g. make them smarter, or not a lose condition. And, by
the way, this also reveals an AI problem in that often those units do not try to
preserve their own survival, but suicide-run against enemy units. For instance,
one of those poison serpents occupied a city in the center, and what did the
dwarves do? They suicided onto that poison unit in the city. Of course they did not
deal enough damage, and they all ended up being poisoned and killed within
two turns, and they did not even manage to free the occupied city. So this is
really a problem with the whole AI model - it is just not flexible enough. The
agenda to free occupied cities seem to not consider how much return damage
they take. I've noticed this behaviour in regards to poison more frequently lately
by the way; in the prior other campaign with naga poison units.

Statistics: Posted by shevegen — 51 minutes ago



Viewing all articles
Browse latest Browse all 2247

Trending Articles