Adrianople (378) - Great battles of Late Antiquity

Sebastianus army is triggered to patrol the entire map to search you once you defeat the first Roman army (the one after marcianopolis) and he will try to retreat to Adrianople when losing too many men/hp (but in this game 90% ai bugs out so he’d probably just die or get stuck somewhere).
Since you said it’s too easy to kill him do you think he and his army should get faster regeneration?

Honestly, I don’t think the problem is how strong he is, it’s just when he spawns. By your own logic it’s best to explore the map as much as possible prior to attacking Marcianopolis, so he doesn’t really serve the intended purpose of keeping you on the move and making it harder to return from raids- all the raids are already completed by the time he appears. I think you’d be better off just making him spawn sooner.

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Mmm I probably should prevent the player the possibility to raid before marcianopolis somehow and the issue would be resolved. It’s a little of a cheese strategy to do that imho but now that you tell me, if the player wasn’t able to do that then Sebastianus would for sure be more effective in the economy of the scenario (he patrols from village to city to fort and while you can take him out relatively easy with an army of pikes, if you don’t cheese it can at least be a nuisance).
I never noticed this since I always play the scenario as intended which means you do as instructed, taking marcianopolis when it tells you and raiding south only after that. But thanks for making me realize that, I’m gonna see if I can resolve it.

I played your campaign, but didnt finish it cause it didnt fit my taste. From the part I played, my feedback:
I) I could select all villagers at the start of the game and move them while they were at the bridge. I couldnt cross the river with them and when my hero got in the castle I couldnt do anything with them, but at the same time I got only the priest in my new outside-the-city base.
II) If I quickly wall this first base, Huns will never attack me.
III) I think this first part is too slow, I’d rather it to be shorter, specially because part 2 seems cool, but I didnt have the patience to play everything again after failing once.

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Well first of all thanks for trying! I hope you will change your mind and play it all one day because yeah the first part is a bit annoying but it’s not that long compared to the rest. Why doesn’t it fit your tastes if I can ask?

About 1 that’s a new bug I never heard of… Probably a patch or something ruined it but I’ll fix it asap.

About 2 actually I didn’t make a proper AI for this scenario so keep in mind all units are moved by triggers only. That means they can’t attack walls you build new because I can’t select from the editor buildings that are not yet present in the map and if I task them to move attack they ignore walls completely… I asked Devs to either implement AI building in the editor without modding or to make the move attack task not ignore walls if the object they’re tasked to attack is beyond them. If they ignore my request (99% sure) I’m gonna start to make custom AI for this and other campaigns of mine.
So to cut a long story short for now you need to play along with that or otherwise just cheese it I guess. Or I could simply remove walls…

About 3 if by the first part you mean the one before escaping yes it’s a bit long I admit but I wanted 4 waves of attacks and I needed to give the player time in between to build up a little.

Thanks for calling out bugs, unfortunately I don’t play it that often anymore so I rely on players feedbacks. You can leave a review and a vote once you’re done anyway!

The slow pace of the start made me give up after some tries. I could save and load to skip that, but I dont like to play like that.

Oh, I see. Maybe you could put this in the top of Hints, so players could know there would be “cheating” doing that (on purpose or not).

Maybe give a horse scout to the player, so while they wait for priest to recharge they dont need to just watch vills getting resources?

For some reason I cant access the mods section due to a “You need to accept the new NDA but we wont let you do that” eternal loop I somehow got into.
Good luck on your next campaigns!

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Thanks, I have no idea what your issue with accessing mods means but if you ever happen to solve it and you want a more fast paced game you can try my Constantinople campaign (one of the reviewers even said that the too many mechanics make the game run too fast), specially scenario 3 which players usually report as one of the hardest among any custom or official campaigns (even if I often can beat it and I’m kinda of a slow player, I use pause to plan actions).
In a month or two my new Berber campaign will come out too and I imagine it could be considered kinda hard, fast paced and with many unique mechanics in every scenario to multitask.

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It must be a bug on the website, I can download them through game but cant check them on the web page.
Sure, will give it a try later.
Sounds like a christmas gift to custom campaign players

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I forgot to tell you but my berber campaign is public if you want to give it a try!

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When I play it I’ll give you a feedback!

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I just played the first map, was very interesting! For reasons beyond my control, I dont know how long will take to finish all maps, tho :confused:

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No worries, I’m just grateful to hear more players trying it. If you encounter any bugs, things you would do in a different way or you just need help, please report in the mod page!

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Moved my commentary to the proper thread :slight_smile:

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