Topic: Atlanteans 2
hessenfarmer![]() Topic Opener |
Posted at:
2022-05-12, 21:46 UTC+2.0
Ok, I hopefully fixed these issues. thank you very much for the endurance to find them all. (i don't hve much time to playtest this for myself) I increased the soldiers strength of the empire one more time. The wrong message was triggered, because I switched the storyline once ago in the texts and forgot to remove that killing Maletus is fulfilling the tribute as well in the skript. The goal was always to have 2 guardhouses and 1 tower, I refined the text of the objective to be clear on that. I really appreciate your help in testing and hope you will not loose your commitment and endurance. Thousand thanks again. ![]() ![]() |
tothxa![]() |
Posted at:
2022-05-16, 00:11 UTC+2.0
My time was about the same.
It could be done by recruiting new priests instead of artifacts, so the temple doesn't become useless after Jundlina's return. ![]() ![]() |
waldecker![]() |
Posted at:
2022-05-16, 13:51 UTC+2.0
Always happy to help. Please let me know when you have the next build ready for testing
Edited:
2022-05-16, 13:51 UTC+2.0
Yesterday I stood before an abyss, today I'm one step further ![]() ![]() |
waldecker![]() |
Posted at:
2022-05-16, 13:54 UTC+2.0
Good idea, but since meat is needed for priests, their numbers are limited since meat is rare on the map Yesterday I stood before an abyss, today I'm one step further ![]() ![]() |
hessenfarmer![]() Topic Opener |
Posted at:
2022-05-16, 14:01 UTC+2.0
Good point, but this was commented already on Github and is a mistake, so I already wrote there, that I'll change the meat for something valuable as well. ![]() ![]() |
tothxa![]() |
Posted at:
2022-05-16, 18:51 UTC+2.0
You can keep counting them, and do some action after certain numbers of them. Can be every second one, or could even increase the requirement by one for each new one (ie. 2, 4, 6, 8 vs. 2, 5, 9, 14). Destroying warehouses before the player can actually beat the Barbarians would be too easy, so my ideas for possible actions are:
Though these are not the best fit for Satul and the volcanic eruptions… ![]() ![]() |
hessenfarmer![]() Topic Opener |
Posted at:
2022-05-16, 21:33 UTC+2.0
I am afraid this will not happen until next weekend. ![]() ![]() |
tothxa![]() |
Posted at:
2022-05-18, 13:10 UTC+2.0
Different idea for speeding up the endgame and to make it easier to actually fight the Empire: There's the small portspace spot to the North of the Empire. Maybe it could be expanded a little to allow one medium building. If a high tower is built there, it could just reach a small building space, starting a sentry chain to(/from) the Empire. Either through the mountains (would be destroyed in the eruption) or on the shore. So for the endgame, a similar minimal one-way route could be created in the back of the Barbarians in the East. For the game start: Would it reduce the intended difficulty too much if the player got a little extra time to get through to the passage to the North by delaying the Barbarians with a denser wall of forest and stones in the passage to the East? (doing these discussions here because they are not critical for the approval of the scenario IMO)
Edited:
2022-05-18, 13:11 UTC+2.0
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hessenfarmer![]() Topic Opener |
Posted at:
2022-05-25, 22:39 UTC+2.0
I did a full playtest myself. And I think mopping up the barbarians isn't too difficult after breaking their first resistance, so you could simply play on higher game speed. So I won't implement anything about using religion to speed this up. made some other small corrections (especially delayed the return messages of jundlina until the volcano has fully erupted) @waldecker: a final test would be fine now ![]() ![]() |
waldecker![]() |
Posted at:
2022-05-27, 11:16 UTC+2.0
Thanks for the fixes, will try to find some time to test the next days Yesterday I stood before an abyss, today I'm one step further ![]() ![]() |