Nyadhos, Paths of the Dead analysis

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QuadrupoleStrat
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Re: Nyadhos, Paths of the Dead analysis

Post by QuadrupoleStrat » Sat Nov 14, 2020 5:53 am

I have examined the map of path's of the dead and I say that this map is ridiculously large.
I have saw a vast number of enemies, paths, obstacles and stuff. But the most ridiculous thing I have saw in this entire game is the number of triggers. Path's of the dead has a total of 171 triggers. As far as I saw, all of them has a cond and effect, except for 1.
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Endru1241
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Re: Nyadhos, Paths of the Dead analysis

Post by Endru1241 » Sun Nov 15, 2020 4:10 pm

I checked the map and imho it's currently impossible to complete within 3 star limit.
QuadrupoleStrat wrote:
Sat Nov 14, 2020 5:53 am
I have examined the map of path's of the dead and I say that this map is ridiculously large.
I have saw a vast number of enemies, paths, obstacles and stuff. But the most ridiculous thing I have saw in this entire game is the number of triggers. Path's of the dead has a total of 171 triggers. As far as I saw, all of them has a cond and effect, except for 1.
Part of those triggers removes walls once unit is close.
All the others make enemies appear out of nowhere.
Those creating enemies close to roads at least makes some sense - others are horror. Enemies suddenly show up in already scouted terrain.
Of course quite big part of triggers shouldn't ever be executed if map is played right (enemies after destroying scout towers), but still - there is enough annoyance.

I had an idea how to make map a little less annoying and winnable with 3 stars, but that was before many changes.
I thought to just boost guard towers heal rate and add some way to repair.
Now it wouldn't be enough.
Sight was decreased. To deal with it one or two scouting units should be added. It may have be light cavalry to keep scheme of mounted army.
Catapult no longer serves the same purpose - even in stand mode it is weaker than at the time of map creation. Current transforms also makes wagon useless.
It may be too much, but it could be replaced with hwacha. Or two balistae.
I believe, that in the spirit of this map is returning to "the base", so repair could be added by mend tower (map editor building), e.g. placed between guard towers.
Proper heal at base would be easiest achieved by chapel - maybe in current wagon location.

This way the spirit of the map should remain the same, but should be doable.

Opinions?
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QuadrupoleStrat
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Re: Nyadhos, Paths of the Dead analysis

Post by QuadrupoleStrat » Sun Nov 15, 2020 6:16 pm

Endru1241 wrote:
Sun Nov 15, 2020 4:10 pm
Part of those triggers removes walls once unit is close.
All the others make enemies appear out of nowhere.
Those creating enemies close to roads at least makes some sense - others are horror. Enemies suddenly show up in already scouted terrain.
Of course quite big part of triggers shouldn't ever be executed if map is played right (enemies after destroying scout towers), but still - there is enough annoyance.
Ah, that explains the amount of triggers. I also found at the very last trigger, a discarded Easter egg. Trigger 171.

I have nothing against your plans. Stratego can now fix it now that Endru confirmed it.
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Endru1241
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Re: Nyadhos, Paths of the Dead analysis

Post by Endru1241 » Sun Nov 15, 2020 6:20 pm

Actually anyone having an option to modify the map can make changes and sent to stratego.
Don't leave too much on him alone.
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QuadrupoleStrat
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Re: Nyadhos, Paths of the Dead analysis

Post by QuadrupoleStrat » Sun Nov 15, 2020 6:29 pm

Oh right. Sorry.

I'll try to send the modified map when I have time.. Probably.
Last edited by QuadrupoleStrat on Sat Nov 21, 2020 1:06 am, edited 1 time in total.
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DreJaDe
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Re: Nyadhos, Paths of the Dead analysis

Post by DreJaDe » Fri Nov 20, 2020 10:46 pm

Yup, definitely needs a fix. It's with the catapult units right? If remember they are more weaker now and can't hit inside towers the actual intention for this map is not applicable anymore.

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