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wesnoth successive game

fire&ice' Wrote:3 turns is correct

OK. I will do my best not to get everyone killed. lol Especially since you already have the map mostly won, and we are just mopping up for XP and to see if there is anything neat hidden in the corners.

fire&ice' Wrote:I don't know about those mac people but I am taking screenshots from within the game. You do however need to set up a hot-key to do so just chose prefrences and and then the hotkey select button and scroll down to screenshot. Lastly select you hotkey combo.

Thanks! I did not see anything in the default hotkeys, but if I can set it up that should work fine. I will experiment.

Another question: when I first started Wesnoth with the tutorial, I was able to jump through the units with remaining moves using the 'n' hotkey. But when I started playing actual campaigns, it no longer worked even though it is still listed as 'n' in the Actions menu. Any ideas why it is not working? I can live without it, but it would be helpful. Especially picking up an SG turnset where I do not know where every unit is...and there are a lot of units. lol
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haphazard1 Wrote:Another question: when I first started Wesnoth with the tutorial, I was able to jump through the units with remaining moves using the 'n' hotkey. But when I started playing actual campaigns, it no longer worked even though it is still listed as 'n' in the Actions menu. Any ideas why it is not working? I can live without it, but it would be helpful. Especially picking up an SG turnset where I do not know where every unit is...and there are a lot of units. lol

*shrug* It works just fine for me. *shrugs again and runs off to go check in game.*
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OK, played three turns. Not a lot happened, really.

Turn 40

- Outlaw kills tentacle to open exploration of the lake.
- No significant progress against the aqua undead, our outlaw missed all blows. frown

IBT - aqua undead kill a level 1 guy and the outlaw. frown Those big level 3 draug never miss, seemingly.

Turn 41

- Kill a skeleton archer and a draug, advance a bit against aqua.
- Spot another tentacle in a passage SW of the lake.

[Image: T41lake.jpg]

- Units moving, healing with the white mages and the druid.

IBT - an outlaw beats up an attacking draug, OK, they don't hit all the time after all.

Turn 42

- Have a fugitive grab some holy water/toxic waste, gives his melee weapons arcane damage for rest of scenario. Useful against undead.
- The outlaw kills the draug, we redline another skelly and move some more units forward.
- Shuffle units at the lake to see if the tentacle will come out in the open to be killed more easily. There is something in a passage leading NE, not sure what?

[Image: T42lake.jpg]

- Long passage troops are nearing the end, whatever it may be.

[Image: T42longpath.jpg]

IBT - Remaining draug is one of those never miss guys, he advances and kills our outlaw. frown A highwayman is badly injured, make sure to move him back for healing. All our other units are pretty much healed.

I am not sure how this scenario will wrap up -- we have very few troops in the north to attack the scenario boss lich and there does not seem to be any way to reinforce them. frown Unless maybe there is a passage north of the aqua undead?

Overall, not too good for my first outing on the team. frown Got a couple level 2 units killed and a level 1 with no XP; killed a tentacle, a skelly archer, and 2 draug. I guess that is in our favor overall since draug are level 3, but still. frown
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Hi Hap :D Glad to have you.

I just played the turn too, must have grabbed it at the same time. I did a bit better than you with the lvl 3 guys, but I'm gonna play your save.

Ways to improve here:

-The black "fugitives" are lvl 3 and have plenty of health to hold up against the big lvl 3 guys. Also the regular skeletons will not attack them because they are two levels higher, plus they have 60% def on the stone 70% in the castle and are hit less often than dwarves/thugs.

If you're looking for a longer list of tips... :neenernee
Just gonna have to keep playing and discover a bit more yourself. As for the units in the north, we'll find a way to get our units in the south to join them (I hope).lol
“The wind went mute and the trees in the forest stood still. It was time for the last tale.”
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Okay, played off the next turn, cycled some units up and basically finished them all off. There is one unit left to kill. PLEASE give that kill to the outlaw with almost full exp and half health. He'll lvl and get healed and we'll need him for the next set of bug baddies that are showing up:

[Image: Screenshot2011-04-09at111334AM.png]

Also killed the one tentacle and there's another tentacle ahead.


Here are the Baddies ahead in the fog:

[Image: Screenshot2011-04-09at111340AM.png]

Finally made it to the end of the long path... Worst reward ever,
We found 3 units. 3 lvl 2 dwarves that have terrible defenses on the stones. At least they are loyal. Probably what I'm most perturbed about is that they gave a us a passageway back into the treasury. So yes the long passage does NOT lead to the north. And yes it will take nearly 11 turns for the drake to reach the main group again. Waste of time for a strong unit.

So anyway should be interesting once we get to Malifor. F&I watch the king and the baddies will pop out. Again fugitives are good for this, and see about getting those healers up I didn't get them into play yet.
“The wind went mute and the trees in the forest stood still. It was time for the last tale.”
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Nice work, Lewwyn!

Sorry about the confusion with the save. rolleye Oh well, we are moving ahead.

Looked like there were two more sets of bad guys, in addition to the boss lich guy. More XP for our units. jive

I wonder if there is anything useful beyond the lake, or just lots of passages and maybe a lame reward or two. At least the new dwarf guys are loyal, that is worth something. Although if every scenario has this kind of gold....
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short preview, I looked at the save and moved a few units around and we now have a loyal wraith friend.
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Some weed on my part smoke when I was looking at the save it wasn't the right save.lol I did fix it so we still got the wraith dude and all that shit but my goals for the turn failed.

Goals:

Kill two leaders - one almost dead (Two turns with 0 hits from either side.) lol
find the end of the lake - nope just more dead bodies. rolleye
Name our loyal units - I did that. lol
  • Haphazard is our new wraith friend.
  • our (elf)druid in uberfish
  • the drake in now sullla
  • the male white mage is Father Thoth keeping the titles he had from the begining.
  • the female white mage is Sister Sooooo keeping the titles he had from the begining.

So I did almost nothing of note this turn set bang bang bang bang

[Image: mi2d93.jpg]

Ya those guy have been fighting for 3 rounds but I only did some damage last round. banghead

To move forward our healing point we should set up a healer to heal wounded troops in the white skellys keep. marked the best spot I could find for the healer to sit.

[Image: t6xma1.jpg]

Moved our small group forward so if he does activate only one unit at a time can attack them.
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forgot save lol
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OK, I can play the next 3 turns in maybe 4-6 hours. Have to finish a couple things for work first. banghead

Looks like goals are:

- Keep exploring the tunnels north from the lake, see if there is anything of value
- Finish off the skelly king (in his keep just north of the lake), almost done by F&I
- Start pushing through the big undead guys, being careful to bring a healer along and try not to lose any units

Is there any point to recruiting/recalling more units? I did not do any in my first turnset, just did not seem necessary unless we run into a bunch more units somewhere.
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