Discuss The Downfall of Taran
Can’t play the campaign. Just have a ! where the checkbox should be. Not sure why; file structure looks correct.
Okay, I was able to get the campaign to play by moving the entire file structure to my local files, but it’s got some serious balancing issues, by which I mean this:
There’s no cap to the number of units the enemy spawns, and the pathing causes them to get stuck sometimes, which led to this enormous deathball that effectively rendered the scenario unwinnable. And that’s after I thinned out the horde, losing an entire army in the process. I suggest implementing a check for pop count that runs before additional units are spawned, and maybe a trigger that periodically issues an attack move to any units in that area.
Also, the entrance to the mine could use some work. I found it nearly impossible to get any units to enter the mine; I only succeeded three times and one of those happened instantly the moment the shaft was repaired, resulting in the villager instantly getting murdered by the units in the mine, because the teleport going out was also buggy. It might help if the area was flat, but I’m really not entirely sure what the problem was. I did double check the location of the teleport in the editor; I was definitely putting them in the right place.
Hey Malacryptum,
thanks for your feedback!!! It really helps a lot.
I will incorporate your points into the map. The “path-finding” in Age was never particularly good. I hope I can change that. But I will definitely set a maximum number of troops for the enemy.
I can’t quite understand the problem with the mine. it always worked for me. But I’d be happy to check it again.
I’m surprised that the mod has to be set to local first. I’ll check that too.
As soon as I have improved the points, I will get back to you.
Hey, I was able to solve the problem with the folder structure.
ZIP automatically creates another level. I had overlooked this. Now the campaign should be playable without having to move the folder to “local”.
I have already revised the rest of the points. Thanks again for the tips.
I’ve played the new version, thanks for the update! Unfortunately, the deathballing issue is still a problem. This time it happened on the bridge after the second enemy castle. Not as many units this time, but the spawn rate was so quick that new enemies replaced the old ones faster than I could kill them and they ground down successive 100 unit armies with varying unit compositions by sheer attrition. I couldn’t find any combination of units that would get me past that bridge and ultimately had to cheat a bit to clear them out and wreck some of the production buildings. Probably didn’t help that the player’s production buildings are so far behind by that point.
Maybe destroying the second castle and its surrounding buildings could spawn foundations for a forward base? Even with the traffic jam that might make advancing more doable, so long as some defensive buildings are included. Or maybe it could happen at that walled base between the first and second castles.
I also found that the trade cart spawn in this spot is bugged:
When I sent a horse to the cart, the cart and horse both disappeared, but they weren’t replaced with a trade cart, so the quest was impossible to complete.
Hey, thanks for your feedback!!!
I’ll take your advice to heart and have a new camp built after every destroyed castle. This will come in the next update.
Unfortunately, I don’t understand the trade cart issue. This worked for me. But I have checked the triggers again and adjusted them. I hope it works this time. Will also come in the next update.
Were there any other bugs?
I have a bug I want to report.
When I bring two main heroes to the north cave where you fight the last boss, they will be teleported and transferred to AI Player and make the end game stuck there.
Does the transfer to AI mean to be a cutscene or is it a bug?
@OUTIS Yea thats a bug. Thank you for your comment! I have revised the map.
- Two different units of P1 can be built more
- New camps can be built after conquering enemy territory (Thank you @Malakryptum for your tipp)
- Triggers have been revised for a smoother game flow and to remove bugs (hero ownership change and tradecart bug)
- Texts have been adapted and supplemented
- Map design has been adjusted
- Balancing
Looks like there’s a new bug with the trade carts in the newest version: the trigger when they reach the market is set to check for a “Cart” unit, but the actual unit created when you bring a horse to a cart is “Trade Cart (Full),” so the quest cannot progress.
Also, Re: Outis’s issue, I think they might have only brought Thorwin and Artamir to the cave. When I got there I had to send Ecthelian as well before it would give me control back, so they might have just been missing him, rather than it being a bug.
EDIT: Fortified Towers cannot be researched if you’re at or above the pop cap, as if it’s a unit rather than a technology.
There is a QoL change I hope you will implement soon, It is that you reassign hotkey for your custom unit (Barrack units and Stable units)
@Malakryptum Thank you for the fast feedback. In fact, the market carts were a bug… have fixed it. Should work now.
Unfortunately, I can’t change the population of the technologies.
The trigger for changing a technology does not work in the game. Even if I select a building for research, a unit with population capacity is taken.It’s not great, but there is no other solution right now.
@OUTIS How can i make this work?
For example, the barrack currently has Legionary, Flemish Militia, Condottiero and Serjeant and their hotkey was the same as before (Flemish Militia and Condottiero still share the same Q hotkey and Legionary don’t have any) so the QoL is to change their hotkey to reflex their position in the barrack UI. Legionary(hotkey Q), Flemish Militia(hotkey W), Condottiero(hotkey E) and Serjeant(hotkey R).
About how to do this, I think you can look for some other custom campaign to see how they do it.
Edit: some example campaigns that add custom units and reassign their hotkey
Thanhtong of the Le Dynasty
Wogastisburg (631) - Great battles of Late Antiquity
Global Medieval Historical Campaigns Group EN ver.
Rise of Aceh EN
@OUTIS thanks for the tip and the selected examples!
It took a while, but I was able to implement it.
@Malakryptum I was able to solve the problem with the technologies regarding the population space
New technologies and units have also been implemented
The attributes of the units have been adjusted
I somehow got six monks instead of three; the event where they spawn triggered twice and displayed the text again after I moved the first three. My best guess is that this was either because I had a Leitis right in front of the Monastery the moment I got control of the city or because I paused and moved the monks within a fraction of a second of them spawning, but I’m really not sure.
The Castle of Faron is also now providing the techs Frontier Guards, Thalassocracy, and Fabric Shields instead of the unique techs is normally has. Broken trigger?
Sorry about how I keep immediately finding new bugs after patches, kind of makes me feel like I’m harassing you
Can confirm the double monk spawn, It looks like it double spawn because I clicked on the Monastery when the first 3 monks were spawned.
Edit: Also is the high tower in the mining town supposed to transfer to the player when I finish its repair?, in 2.0 ver it remains to the AI player so I don’t know if it was a bug or an intended feature.
@Malakryptum Well the trigger with the monks I already fixed. The trigger was activated by two different triggers. Now only one does this, so that the double spawn no longer occurs.
But can you send me a screenshot how the techs look like in the castle of Faron? Worked for me fine. But thats what i said… the technology triggers are not that good integrated in the game…I have already seen it in other campaigns
Thats how it looks like for me:
did it work that the soldiers are stronger? (Leitis and Condottiero)
And all fine - Sadly i had no beta-tester… so I am happy to have you
@OUTIS Its not a bug… I changed it due to pathfinding of p6…
Here’s the first tech:
And here’s the Condotierro:
Which, other than HP, has lower stats than the Legionary even though they’re “elite”:
@Malakryptum I’ll be honest… I don’t understand why your technologies are displayed like this. I just subscribed to the map myself via the mods and deleted the map from the locals folder. The technologies are displayed correctly for me.
Have you re-subscribed to the mod?
@OUTIS Do you have the same problem with the display of the technologies?
Suggestion: 1: Let’s not talk about the problem of finding a way, it’s the problem of the empire. 2: After the initial defense of the city, the design of constantly brushing troops from behind on the opposite side was not very good, especially when reinforcements and enemies came together, and you couldn’t build new defensive buildings, requiring players to operate unnecessary multiple lines. 3: Sometimes, even after demolishing enemy campsites, they can still launch surprise attacks on the base by triggering the brush troops. Suggest using defensive towers and castles for secondary confirmation. 4: The losses of trade vehicles and villagers are irreversible, coupled with issues with 2-3 points and mines. If all the villagers die, it may lead to torture later on. It is not recommended to deploy troops in the 5 mines as it is inconvenient to enter and exit. In addition, the stone mines are almost useless and can only be traded in the market. It is better to convert them into mines for the flow of gold.