Well at least Cyan shouldn’t attack you at the beginning because he’s neutral and gets aggressive only when you kill his first unit so maybe you provoked him without noticing? Otherwise it’s a bug but I’m gonna fix the few they reported me very soon.
As for the rest yeah purple is quite annoying but blue should resist for the time for you to build up despite green attacks being scary admittedly.
Red only attack at the end of the timer.
A player told me it would be a good idea to add more stone and gold mines as they’re too scarce so I was gonna do that too, along with reducing the unit spam as you proposed.
Third map: i had a little problem retasking villagers at my first picked town, like sending a lumberjack to kill a sheep and him turning back to the woods.
In one playthrough red didnt offer peace and I got the same situtation from 2nd map, where a large navy dont let me take the coast back.
Apart from those 2, everything else was fine. Interesting concept also.
From choices perspective, I started with Aksil to fish boom a bit, switchedto Dihya, started to convert towers with caravanserai, got back to Aksil cause his base was almost lost and manage to come back alive and win the game without coming back to Dihya, as I grey didnt have oportunity to kill purple and advance to her base.
If I remember correctly, which I’m not certain of, the sequence was: Cyan attacks the chokepoint, I attack Cyan’s closest camp, and a raid spawns and attacks my base while my units were still in Cyan’s base. I could be wrong and both could have happened while I was attacking, although either way I think it would be nice to have slightly more time between those events so the player has time to return to base before getting attacked, since there was no indication Cyan would retaliate, much less immediately.
The first issue might be a bug because of the triggers that send the AI to work firing even when you’re controlling them. I’m gonna check.
As for the second, yeah again navy cap, I’m sorry… Because I assumed that you don’t lose the coast but rather try to defend aksil docks, but definitely need a cap even just in case. I usually play with aksil as you said he’s the one most in danger because of the position while Dihya in the hands of AI can usually defend purple from grey alone.
As for the peace offer of red it fires only if you’re playing with aksil and you reach castle age plus some time, while if you play with Dihya you get the mission about her having to go to blue to convert to Christianity. But if you switch halfway you should get both so I’ll check if that’s a bug too.
I was told the switch mechanic was a bit impractical and not convenient all in all, that it’s better to just play with one and never switch. It’s a very ambitious scenario I think so some aspects might just be too much for what the game is. It would be good to make this a co-op campaign one day eventually…
Also was the supply mechanic intuitive enough? Because that too gave some problems to some players but I suspect you might be very good at the game or maybe you just catch more easily the hints and what you’re supposed to do.
Another concern is that I’ve been told playing as Aksil is easier because Dihya can’t build castles. Personally I disagree with this, they just have different playstyles I think. I mean if you’re used to turtle up then Aksil might be better but Dihya has gbetos and blast furnace lol that’s so op! I had to take away something from her. But tell me what do you think about their balance.
Next time I check I’ll tell you if something broke and cyan harass you for no reason. It used to happen at first, tbh I thought of having solved the issue but you may be right.
As for the early attacks I think it’s a bit like the Huns scenario in Constantinople, everyone thought it was a bug when they saw Huns attacking even when you pay but I stated in the hints that they attack you the same, just less in case you pay. Here the concept is similar: it’s red that attacks you at the end of the timer (I made the timer of red colour in hope to make it clearer) but that doesn’t mean you won’t be attacked by anyone else. I’ll add a further disclaimer in the hints anyway, it doesn’t cost me anything to do so, but I’m pretty sure it is told you that if you attack cyan they will turn on you or either you can just pay them to get some engineers.
This navy thing happened in the only playthrough that red didnt offer peace, so I think if players figure out how to get red on their side the coast will most likely be safe, or at least recoverable.
Yeah, I think I was playing mostly with Dihya to try to save purple, switched to Aksil when things were dire and it was too late for the peace trigger window to activate.
Well, as it is not something we find frequently on custom campaigns, might be odd at first look to most, but I found that a charm 11
Coop would work very well here also!
I honestly didnt bother with the supply thing. I sent those initial carts the scenario gives to the player when the road was safe, but then I already had enough vills and fishing ships to rely only on them
But I think it was very clear what to do and the pros and cons of which one.
First time I almost finished the scenario was playing mostly with Dihya in castle age (thanks Aksil, for falling apart when I just reached the two fortified towers). Gbetos and those special lancers inside rams, along with some Camel Riders and Genitour were enough to push, castles arent really need, aside from Imperial techs. Even for Aksil, if you convert the green tower early on and defend the coast, castles arent needed. In my victorious run I only built one to get the imperial upgrades.
Since you can’t reach imperial age until one of your allies has, I wanted to make the scenario in a way that if you don’t supply your allies you are all stuck in castle age and eventually get overwhelmed by green and grey but clearly this wasn’t the case since you told me castle age units are enough to push grey (probably because you didn’t let grey get the green carts that power him up).
So without the carts thing the whole purpose of the scenario is a bit lost but I’ll see if I can make that supplies are really vital for your allies to survive.
Hmmm, maybe if its less chaotic and the map offer less resources the carts become more vital. The fish boom in that central lake has a huge pay off, as the player dont need to worry to be attack there, just a bit of stone is needed for caravanserai (175w, 50s, right?), so one can split villagers between gold and wood only. At the same time, trying to protect your other town, your allies and push requires a lot of focus, so the carts fall down in the player’s brain priority.
Maybe you could add a visible timer to when your opponents are going to attack on all fronts and lower the map’s gold mines and fish on central lake, so the player can give it more attention and be forced to rely on it.
4th map: green took some bad routes to raid cyan, so here and there it was fighting the wrong town. Even with that happening, I could let it deal with its wacky pathing and just attack cyan main buildings to convert the towns. This way I didnt have any bad blood with green nor cyan or Dihya. Though, later on, green’s bad pathing let its hero to be killed by cyan after 8 towns raided. Was the easiest map so far.
Only bug was that fish town ojn the east; on the second half of the map I couldnt reconvert it to cyan cause there was no main building on the town anymore.
Ps: dont know on which side is this problem, but I had a total of 4 crashes playing 3rd and 4th map.
I had an idea actually, right now green get stronger only when you advance through ages but if he would get stronger just with time, then the player could be forced to use the supply mechanic to help the allies. Resources you have access to don’t matter too much in this case since without markets you can’t send them to allies so the point is to rely on these special carts and to build caravanserai to make the travels safer for them (there are even unique techs to research to make carts stronger cause I really wanted that to be a feature of the scenario).
If allies need to spend resources to defend from green getting stronger while you and them are all stuck in castle age (but not green) then they shouldn’t be able to advance through ages without the supplies and you need them to advance for you to advance, that was the idea.
Ah I’m sorry, so this wasn’t fun? I really like the mechanic in that one even if again it’s hard to keep all together, specially with this game’s pathfinding ahah. I could have probably made the map bigger so that green wouldn’t attack the wrong town.
But you catched up very fast, I had other players saying killing uqba was the hardest thing ever, while the second part is definitely very easy, that’s true. And it’s also true that if you let green to his own devices he just suicide into cyan at a certain point. I should probably make green stronger as to not lose to cyan? Also because technically it’s possible to let him conquer altava (the big cyan city) even if I never managed to do that tbh. On my best try I was able to arrive at the gates of it so I’m fairly sure it is at least possible (it’s an achievement).
As for the town center bug unfortunately there is nothing I can do for what I know because town centers are weird buildings and I can’t prevent units to attack them via trigger like any other building, but I shall ask here on the forum and maybe someone knows how to help me.
Just had this problem as well while testing my new scenario, but I think it’s due to my 8 yo old computer having troubles with too many triggers. But with those two scenarios I don’t remember experiencing crashes tbh so I think they’re random crashes because of a CPU thing (unless it happens under the same circumstances all the times you play).
Hmm, could be also. Like, at the start your allies can hold on their own, but will starve without supplies and fall apart, right? At the same time, the player is growing, making the AI by consequence stronger and the need for supplies even more dire.
The idea is interesting again, but if the player pay attention to cyan not attacking them, only green, they will cheese like I did 11
I rather a bigger map than getting green stronger. Also, as the drill is researched and one can put 6 pike/militia on the rams, its not that slow to go from one town to another. Or maybe get some triggers or other kind of mod sorcery to lock some areas until certain things are done, even if they are still visible, like an invisible wall.
Maybe you could add another AI on those towns that will always be neutral to the player, so even if cyan and Dihya are on good terms with you you cant just rush in, destroy the main building and get out without any fight. At the same time, green would have two opponents to face, forcing the player to engage together by risking getting green angry by losing its army. Or you just mix cyan with the new AI, instead of growing numbers (example: cyan had 20 troops on a TC, now will have 10 troops and the new AI, which will always engage against the player, will have 10 troops also, keeping most of the map balance).
Happened again twice on fifth map. Im thinking its caused by some trigger, though on this map it was the first time that it crashed twice at the same part (getting the noble in southern cyan camp). Will reinstall it to see if anything changes.
You had the right intuition (I don’t consider it cheesing) but not all players did like you. If you don’t realise how it’s supposed to be played indeed the scenario can be hard. In my experience I couldn’t just let green do everything alone, I had to intervene at times and sporadically attack cyan to not make uqba angry at losing too many men. So to me it was balanced but I don’t know if some patch changed anything. For example no matter how hard I would have avoided cyan, after the first city they were going neutral to me. Maybe you played it better than myself lol.
Still remember that most people think my campaigns are already too hard.
As for the crash in the 5th scenario that’s new to me, I’m gonna play it to see if it’s a trigger’s fault. I’m sorry for it, but at least autosaves should help…
When he was starting to be angry at me he died ¯\(ツ)/¯
Like, I was gifted the most eastern town, but the fortified roman town he refused to give me. He didnt live much after that, guess its karma 11
It took me at least 3 tries in each map, , they are not easy 11
I reinstalled the mod and could continue from the autosave without new crashes.
Fifth map: I trained some demos to protect the transport ships and pikes to load them faster. Purple could hold until I had sneaked 6 villagers inside a castle loaded all 6 transports. Thanks to the fish and orange dock I could devolp an economy, complete almost all side quests, take grey castles and then kill green. Everything worked fine, though I think that those ox carts, nobles and horses change to easily to my side. This prevented me to get 4 ox carts to blue, as they turned yellow too soon and were killed before my troops could scort them.
Ahah yeah he gives you the cities only if the suspect level is low enough. Many things slightly change based on that, even when you need to kill Abu for example.
I feel like the 5th scenario is actually the easiest, it’s not that hard to fill all transport ships since purple defend quite well, but I’ve been told the part where you’re left alone with kusaila having to take Kairouan is very difficult if you’re not prepared (but you really just need to take with you something from Carthage like trebs, vills, carts etc).
As for the ox carts converting too fast I noticed that, I shall make that you need to touch them to pick them up. If you mean the eastern blue city just out of Carthage they need only 1 ox cart to switch to your side while the other ox carts you can send to Kairouan mosque once you defeat grey to get some resources.
Are you enjoying the campaign so far? The last two scenarios are really tough, I’m particularly proud of the 6th.
Theres a slide in 5th’s map outro that has the text completely out of position and 6th map intro and outro have some texts above the image, so its complicated to read.
Sixth map: I decided to ally with cyan cause it looked harder to win with them. I could never convert a cart cause my new Forts/Krepost were killing them after I converted the caravanserais. Green stopped attacking me after some time (a.k.a. destroying half of my base), was it intended to be like this? Cause it was still massing on the central base. And blue never did anything, its ships were there on the sea taking some tan.
Was painful, but after almost 4 hours I won. Nice tech to remove gold from those two special units on the Tent (though I traded with cyan and was having fun microing 60 Gbetos, it was sooooooooooooo fun 11). Btw, it still crashes, got it twice.
Yes, both the campaign and the story are cool, you can be proud of it indeed!
Yeah you should delete the kreposts near the caravanserai if they shoot at the carts (you shouldn’t need them anyway after you kill red units coming at you), unfortunately I don’t think there’s a lot I can do about that if not make carts immortal maybe…
Did you flare blue to tell him where to attack? It used to function in my test, he was actually pretty good for what AI generally do lol and the same for purple, even though it’s really important you help him with some ship but the units he unload into Carthage can destroy half of the city alone.
And on top of all if you manage to coordinate the three attacks (you, blue and purple) it should be way easier to conquer Carthage. But it’s hard to keep everything in track and plans often don’t go as smooth…
But if you didn’t use blue and neither infiltrated any of the carts yeah it’s painful for sure I think the scenario might be just too complex and all the infiltration mechanic completely missing in most gameplays even if (like the carts in scenario 3) is very important and can make the final siege easier.
Otherwise yes it’s a pain, 4 hours are not even that much in that case ahah. You can imagine how stressful was to test it and discover at the end that something wasn’t working…
The scenario is very different if you ally with orange instead of cyan. You get trebs, catapult ships, knights and castles with camel archers (so more typical Berbers) but the objectives also changes. Instead of the infiltration mechanic you have something more streamlined like converting cyan shrines to Christianity before Muslims convert them to their religion. Then you need to convert carts as well but instead of infiltrating spies with mini quests to do inside Carthage to weaken Arabs (the part you skipped) you simply kidnap them and bring to orange. This is easier but you have less time to do it and allying with orange won’t make your units immune to the desert storm so it’s equally hard I think.
You missed a lot in this scenario which is a pity but I admit it’s not easy to get all the clues at first play. But yes if you play it as a simple build and destroy it’s definitely grindy and maybe not very fun.
I’ll check for the slides too, thanks!
A warning on the hints might be better and easier to implement 11
Yes, flared where to unload, where to attack, flare their location, nothing happened. After trying to make it move I thought it would only do something after taking Carthago.
Ouch, no wonder it took 9 months to be done.
Ahhh, so that’s what those shrines are for! Catapult ships would make my life so much easier, I was taking red castles down with Galleons… Might try it again after finishing the next scenario
Ah no wonder it took 4 hours without allies… Tbh blue army is not that strong but I hope at least purple was more reliable. Yeah relying on Berber siege without catapult ships and trebs is not ideal but you wouldn’t get gbetos by allying with orange instead of cyan so I think both choices have their trade off.
As for the hints unfortunately I always use all the space the game gives me to write them but I would probably need more for scenarios like this. And some players already say I write too much and it’s hard to get all the clues so idk… The infiltration mechanic is really complex because you need to 1) take or destroy a caravanserai or more than one 2) control the carts routes (that can change and even switch on water) with monks 3) convert the cart and wait till it reaches Carthage (if it passes in a grey caravanserai will be spotted and killed) 4) use the spy to wander around Carthage and find quests to weaken Arabs (you have a timer before being discovered and you can still fail)… So despite I’m quite sure it’s bugs free (except the western bridge repair one but that’s not my fault and I already wrote to Devs about that two times, promised me to fix, still haven’t) everything can go wrong at any moment if you’re not very careful.
But if you succeed in at least some quests, you can prevent them for example to train imperial camels, archer of the eyes, Allah’s slings, damage castles, disable the harbour and lighthouse to shoot at allied fleets etc. Without none of these sabotages it’s really tough.
- Also different carts give different methods of sabotage like the weapon carts or the diplomatic envoys give different quests and outcomes so even more complex ahah!
Ehi are you having problems in the last scenario? I know it’s very tough, maybe too much? I’m waiting before updating the campaign to know about this last one.
I’ve beaten it yesterday. Will replay the two last scenarios and give you a final feedback.
I was greedy and took all resources with me to fight purple. Grey eventually was defeated, by I had time to get some troops and siege to snipe my opponents wonder one by one, until I could really face them. Green was the hardest to break in in time, but just like purple and blue, it was too crippled to annoy me while I was dealing with orange (red’s wonder I snipped from the coast). After that I took them down in sequence.
Differently from others scenarios, this time the opponents werent massing a lot of troops without using them, which put me under more pressure to defend my base, but at the same time wasnt so painful to counter attack if I wait a bit more to lick my wounds. Gold was a issue between destroying blue’s and green’s wonders, though that unique tech that remove gold cost to amazon archers was very handy.
The oddest thing in this map was that grey had a perfect line of ships between its sea and cyan’s, it was almost going until the edge of the map 11
I was replaying both, but, honestly, its not worth playing too differently than I did.
On last map, grey should finish its wonder before green and orange, as they have those 400 years countdown, otherwise I need to take them down, which means going to the other side of the map and leave grey alone. Dealing with blue, purple and red’s wonders are a bit “easier” cause the two first are not far away and the third one can siege down with ships.
And, if the player build the wonder themselves, there’s a tricky decision between let any army pass by while they mass an army, which probably wont be fast enough to save grey, or try to fight in two fronts and get smashed between the hammer and the anvil.
On sixth map, I think the carts should be visible to the player, even if they LOS is just one tile, so one can prepare they strategy better, specially cause red might come and burn down your newly converted base.
The wonder is just a bait, you’re not supposed to win with it, it just buys you time. I don’t think it’s impossible to win maybe but I tried my best to make it impossible because if you listen to Dihya’s dialogue she pretend to defend Carthage but she’s ready to let it fall (that’s all her character, sort of an anti Joan of arc or the other side of not wanting to compromise with your enemy) so you will likely need to destroy everyone in any case.
So what’s the point of building a wonder if they’re gonna attack Carthage anyway? Well if you build your own you can research some really op techs like recurve bow (for camel archers too), timurid siegecraft, one that gives more hp to all infantry, paladins, imperial camels… Every time you research one the countdown restarts.
If you make Carthage build the wonder you gain time cause you can use starting villagers to work but you won’t access unique upgrades, rather grey will get them which means he will defend better hence giving you more time to prepare and destroy enemies.
In both cases you’re not supposed to win with the wonder, it’s a bait to help you buy more time or either attack better.
It’s all Dihya’s plan. I think I wrote this in the hints but maybe it wasn’t clear.
Does it make sense? Maybe not quite, another idea was to have enemies attack you instead of Carthage if you don’t build the wonder immediately but that would probably have been even harder.
I’m honestly baffled you were able to win without getting no upgrades from the wonder! I really thought it was impossible to win without them so you must be a really good player cause I can’t see many people being able to beat this in few rounds. With those op techs instead and 300 pop cap you basically become unstoppable even if time was always a problem in my test and yeah gold too in the late game.
I still hope despite all you liked the last huge battle scenario and the whole campaign and plot. Let me know everything about it or leave a review if you like! Thanks for playing it, I already made the changes we talked about and I’ll implement them in these days.
In the third scenario you obtain the position of carts if you take control of all 3 trade workshops with merchants, in the 6th orange sells you a map for 500 gold and will tell you when there’s a cart or boat making a stop in one of their city if you look at the lines of dialogue. Don’t know if you noticed, maybe it’s not enough.
Ps: I retried the 6th scenario but in my test blue always go where I tell him so I really don’t know what could have happened in yours…
PPS: I think I know why you experienced those crashes, it’s because currently if you click on a granary with extended stats on the game crashes! Me and others already reported it many times but it still has to be fixed, so for now don’t click on granaries.