Ogre Crusaders (1.16)

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 37 times
OC-Siege of Shumsk replay 20220729-093645.gz
(185.92 KiB) Downloaded 39 times
OC-River Towns replay 20220729-101337.gz
(149.67 KiB) Downloaded 41 times
OC-Temple replay 20220729-102939.gz
(150.01 KiB) Downloaded 42 times
OC-Smoke of the Fatherland replay 20220724-214512.gz
(125.42 KiB) Downloaded 41 times
OC-Beginning of the Crusade replay 20220724-222512.gz
(120.23 KiB) Downloaded 41 times
OC-Smoke of the Fatherland-Auto-Save4.gz
(181.35 KiB) Downloaded 40 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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