FIRE-7 campaign Problem: Ludicrous Difficulty and Level design Changes IMPOSSIBLE

Somebody has been passing this level??

Is virtually impossible, the enemy even has Infinite Resources and even troops with more HP and attack, INFINITE Cannons, even Infinite Culverins…(5 or even 10) and you only have 4 weaks cannons, from a ally who Forgot to send you more, and you only have 5 in all stages of the level… which are destroyed very easy. A shame of level design.

They scale the difficulty of this terrible level to IMPOSSIBLE, you didne even have Horse Archer or Dragon ¿How supposedlly you gonna counter the enemy if you didnt even has unit to counter them? At least in other difficulties, the enemy didn´t produce so many units, so you can counter them with the less units and minimun cannons you have.

I remember that the level was more easy, but compensate with the problem that you have to catch up the enemy, whic is practically impossible in the short time you have in ludicrous.

A mistake of level design, prub of the real shame the Fictional campaign was.

At least you would let us in ludicrous have proper Siege buildings. Is ridiculous that the enemy has INFINITE cannons, and even Ships, and you didn´t have no proper siege, no Dragons, no Horse Archers.

  • The enemy now can make Frigattes in the middle of the River, and not one but INFINITE friggates… in a short river.. which is very weird.

  • The enemy villagers make INFINITE building in 5 or 10 seconds, so, is ridiculous to destroy buildings, the only make more.

Is this the one where you chase the German merc general’s army towards the yellow base and have to kill the army before yellow’s base goes down?

Yeah.

The problems is that:

1).- If I make eco-boom, and use the Exploit of the enemy didnt began to make units until i destroy the Jail, the enemy also make its proper eco: The make 2 ports near their base with Battle ships… which is ridiculous, narratively (who make a Frigate in a short river???) and why they can but you DONT.

2).- If i go Rush, the enemy has 2 Towers, and even a army wich many landsknecht and War Wagon, so is impossible.

I suppose the only way to win this is by using an exploit—something I really hate doing, because it implies the level is poorly designed and requires bugs to beat.

Anyway, I’m going to test how many minutes it takes to pull off a rush and attack the base before the opponent reaches the Third Age and builds two docks and 10 Frigates. If the enemy’s ability to build frigates is random… then this really sucks; it means you can’t win without relying on luck—if the enemy has already built a frigate, you’ve lost.

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FINALLY.

Okey, in ludicrous, and in this level, you never gonna win a figh with quality. The thing is win with Quantity:

1.- First you have to destroy the enemy ports, if is 1, good, but if there are 2, very bad. They make buildings randomly, so, if they make another building like a tower or something, they gonna have 1 port, to be destroyed, good.

2).- Advance to the enemy Base with Military Production bonus, 23 or 25 Villagers in the Comunnal Center, with SUper-Increase in Unit-Production (Baby-Boom power), so you replenish your units when they die. Only in the few cases you Obliterate all the enemy units in a zone, change to the comunnal FIRE power, to destroy more easily the enemy buildings.

4).- Reserve you cannons, Never NEVER let them be destroyed. If you see a culverin RETREAT inmediatelly, or make ALL your army, except your cannons make a suicide attack aggainst the enemy, with enough Pauses to Micro them correctly with their proper counters. If you can, only use them to destroy building, and micro them to advance and shoot, advance and shoot, next building. Yeah, this is a Try Hard level… thats why i hate it.

3).- Your axe-thrower, curiously, are good aggainst War-Wagon, even with their range attack, so use them to counterm them. Actually, they are better in combination with cavalry aggainst everthing that the Sniper gunner.

4).- Reserve you cannons, Never NEVER let them be destroyed. If you see a culverin RETREAT inmediatelly, or make ALL your army, except your cannons make a suicide attack aggainst the enemy, with enough Pauses to Micro them correctly with their proper counters. Yeah, this is a Try Hard level… thats why i hate it.

5)- Once you get all the town center, Destroy every Enemy Military building, and send ALL your cavalry, maybe 30 or 25 to the enemy in the sourth, destroy the wall and go.

6).- Finally once you save the yellow city, get a minigame to kill Kushler. How i hate this guy. Oh, if you dont destroy all the enemy buildings, the enemy gonna still make infinite units… but they has so few that normally you have all to win, but remember: Numbers and Quantity, not quality (Your units are Native american, so Low HP, and very weak for this mode of Difficulty, which make them very easy to be killed).

Okey, i won, but only with pauses every 2 second to better micro and never let my cannons to be destroyed, not even one.

At least this prub the difficulty is passable (can be beated) in this level, let see if i can finish all the campaigns with this difficulty:

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Sounds like the difficulty is living up to the description of “ludicrous”

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Complaining that Ludicrous difficulty is ludicrously difficult is certainly a choice.

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Yes, I’m happy with moderate difficulty… I wouldn’t even attempt hard difficulty…:sweat_smile:

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I’m struggling on the last 2 of nathaniel, any tip? rest is done

ok just finished this mission and it does have some idiosyncracies at ludicrous that people should watch out for.

1- The early section is basically a base to push + an initial wave and they are in the same place so DO NOT just push with your innitial force immediately, clear the wave first before pushing, the timing of the wave seems to be set and you can try to just clear it with the few innitial units and the cannons, or you can plop down a war hut immediately and train 5 tomma + 6 tomma shipment which is enough to body block your cannons while they shot the infantry.

Once that is clear push the base, ave a healthy distance betrween the cannons and the infantry as there are 2 culvs but witjh the tomma mass and the 5 kanya shipment that should be an easy clear.

2 - To buy yourself time do not free the prisoner that triggers the second part of the mission, you can just leave it and max boom

3 - remember tat there are 2 paths towards the base not 1, the main path is not ideal due to the likely ship and how long it is

4 - remmember tat in this difficulty the units have increased armour so artillery is nearly bullet proof and skirms are extra ranged resistant so you want to focus your units on the correct target

5 - the Plaza is extra important since they do the have population boost ceremony so you should know to shift between them as necessary, before triggering phase 2 try to overpop before pushing. It also has the siege ceremony to use that to clear the base.

If you know how haud treaty is played tis is basically just that in age 3 - Toggle Pop → Train time - Attack ceremony rinse repeat

The only thing I found particularly annoying is that they still havent updated so that healers can work at the plaza.

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Last mission is easier, just have culv supremacy and max out and you win

Has anyone noticed some of the Japanese campaign shipments being bugged? Like 5 Yumi archers delivers nothing etc. Seems like a lot of cards are bugged. I’m a tad stuck on a level that should be beatable, but only 2 working age 2 military shipments makes it a bit harder.

its only the Yumi and samurai shipments iirc all the ashigaru ones works as far as i can tell

which ones are you stuck on i got through it pretty ok, the japan campaign is more micro intensive cause their units are expnsive

a decent combo to do is the 7 lucky gods shrine boom cause the 5 shrine card is there so you can get a decent eco going pretty fast

then either go heavenly kami for eco or keep it on xp for 5 ashi 5 ashi and daimyo

If I’m understanding correctly, the list which send no units is:

5 Yumi
3 Samurai
5 Naginata
4 Yabusame
9 Yumi
5 Samurai
14 Yumi
8 Samurai
Inf 6 Naginata
6 Yabusame
16 Yumi
Inf 6 Samurai
8 Naginata

I haven’t test all those cards, but I noticed something in the UI:

A card should show what it delivers when doing military units. Some that don’t show it are confirmed to send nothing.

Pictures of unselected cards.

Also, I have infinite 300 of each resource, but the 600s aren’t showing as available to take for whatever reason.

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