Wogastisburg (631) - Great battles of Late Antiquity

Discuss Wogastisburg (631) - Great battles of Late Antiquity

Can’t get past the intro. Bandits ALWAYS ignore units attacking them and go right to the coachmen, who you can’t even tell to move. Really need to be able to move the coachmen, and should probably have a couple extra so there’s some wiggle room where you can lose some without just immediately failing the scenario.

If the intro is this difficult to get past, though, I’m a bit worried about the difficulty of the rest of the scenario.

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What if I tell you that I think this scenario is way too easy ahah don’t kill me but really I think it is! In my tests I could easily save them, the horses and most archers by moving them around (I use pause a lot).
Anyway yes I wasn’t sure if to make the coachmen survival optional or not but now that it seems a problem for some players I’m gonna make it optional. Let me know how it goes, I think the rest of the scenario is not that hard!

I think as a rule of thumb, if you have to pause constantly in order to micro manage your units to win an encounter, it’s already too difficult for most players.

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I have some feedback for the campaign

  1. It looks like some trigger had broken, for example, the Bavarian’s (Cyan) quest to clear bandit in their town will not be active if I do the quest to destroy 4 tower
  2. The village near the Avar (purple) in the swamp doesn’t give a quest to ally with them. It looks like a trigger bug again
  3. Custom units don’t have their hotkey fixed, please reassign them for QoL
  4. It said to have 12 villages but when I see the map, I only see 9 Orange villages (including one of the players) and 1 Cyan village, where are the other 2 villages
  5. Feudal age is not active even when I have my first ally village it only appears when I have 3 or 4 ally villages

That is what I have for now, I can’t reach the imperial age when the Bavarian Village and the village near Avar do not have a quest to ally with them

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Right, it’s just that I’m very used to pause but I’ll make the villagers survival optional. It’s still strongly recommended to save the carts cause you get resources from one and some cool stuff in the other.

Thanks for playing, hope it wasn’t a bad experience but in order…

  1. Mmm I always do the quest to destroy the 4 towers and I still can always do the Bavarian quest so I don’t really know what to say, I’m gonna check the triggers.

  2. That village is populated by Bulgars and the quest is simply to send a signal to Bavaria so they can move there and leave Slavs in peace but you need to do the Bavarian quest before or it won’t trigger!

  3. That’s a thing I still have to do for all my campaigns cause I don’t usually use hotkeys but will do.

  4. There are 12 tribes but not all are Slavic so that it’s a bit confusing I need to say… 10 of them are orange, then there’s Bavaria (cyan) and finally Rhaetia (the yellow town south of cyan) but unlocking this last one is a bit more complex and comes at the end of a chain of events starting from the swamp village (so maybe you missed all of these cause they’re all connected and you missed a step).

  5. Again that doesn’t happen to me so I don’t know what to say. Feudal age is unlocked with just 2 villages, the first orange one with the krepost and Bavaria are the easiest way to achieve it. I’m gonna check triggers but be sure you didn’t miss something.

4 bis. Maybe you see only 9 orange ones on the map because one you need to settle with the Sorbs running from grey (the one where you get the hero berserk and an ox cart). They’re asking for a land to settle and you may find an abandoned Roman town in the south if you search enough :wink:

Edit: I checked triggers and I think all your issues were because you missed the trigger for the first Bavarian village which is a combination of “visible object” (the first Nordic warrior you see) and “objects in area” (one of your units) in front of the village coming from the towers path. The only thing you could have missed is that maybe you had your units walk there but your screen was not there so it didn’t detect the visible object… Let me know if that’s the case but I could have hardly foresaw something so specific :sweat_smile: anyway I remade the trigger in a way that I’m sure you cannot avoid! (Well even if I’m 100% sure I can bet something can still go wrong, I can tell from experience lol)

If you don’t trigger that I guess you couldn’t trigger the swamp village as well. And as for not being able to go to feudal the only explanation I can give is that you took two villages at the same time (which would be extremely unlucky) so you missed the trigger that checks that you have 2 villages and you went from 1 to 3. To fix it I made that you need 2 or more villages as a condition to unlock feudal and not just 2.

The condition for the Bavarian quest, maybe the bug is the “visible object” that is the Nordic warrior got moved away from the position thus making the quest un-triggerable because I noticed that some Nordic warrior, cav archer and Tarkan go through the cliff path from the village side when I do the side quest to destroy the tower especially when I have Ram on the cliff that need to use cave and attacking the 2 towers near the village.

Thank you for the campaign, very cool with a good combination of RPG, Fixed Force and a bit limited B&D, I hope for the hotkey reassign the most that would be the best QoL for the campaign.

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Thank you very much for the appreciation, if you manage to finish it let me know and maybe you can leave a review or vote!

Yes, I will leave a vote after finish it.
Do you upload the updated version yet? I can’t get the first village quest without getting my force killed by those towers, I suggest having the bandit in the village stay idle until I have units move in the passage because I see they will get out of their position to attack my force when I try to destroy the tower. When I enter the village there are no Nordic warriors there thus making the quest not trigger.

Edit: a screenshot of the Norse warrior that leaves the village, properly the “first” one in the village that requires the player to see

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I still have to update it, this evening probably. I really don’t know why the Nordic warriors attack you, in mine they just stand in the village. Are you sure you didn’t provoke them somehow?
Also you need to destroy the towers before crossing the pass among cliffs or all your units are probably gonna die under their fire (they have 100 attack).

I don’t know how I provoke them but they will send the Nordic warriors about 1-4 of them and sometimes even Tarkan and Cav Archer just by standing near the cliff as you see in the screenshot I only have ram up there and other troops far away. I think they are provoked when I have troops on the right side of the cliff near the village.

I have no clue why they got provoked when I had a ram and attacked the siege workshop 2 cav archers from the village attacked me and when the tower attacked me the Nordic warrior provoked and attacked me.

Maybe it’s the fact you play on hard and the AI is more “alert” since I play on standard and they just stay in their place. Anyway I think it’s enough if I make them all stay in defensive stance.

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Not want to bother you but the bandit still reacts when I attack the towers, maybe change their stand from defensive to stand ground and change it back when the player’s units are in the passage.

Edit: Sorry it’s just a rare instance, if I play carefully enough (Move the ram away from the cliff on the cave side immediately when I have them) then it will not provoke those in the village. Thank you for the update.

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Don’t worry, all this issue is very strange cause it never happens to me… Wish I had more feedback to see if others experience your same problem.

I believe the problem that happened to OUTIS also happened to me (where some of the bandits attacked you in that beginning cliff phase) not that it made too much of a difference to me anyhow. All I know is I’ve tested some of my scenarios in the editor and then after when it’s in a campaign, and have noticed the dummy a.i can act a little differently.

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That I didn’t know, I’m gonna see if that happens to me as well, thanks!

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could also be something that changes on different difficulty settings, but I’m not sure.

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Yeah that was my guess, I always play on standard and never noticed that but maybe on hard enemy units are more reactive.

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