Nyadhos, Paths of the Dead analysis
Re: Nyadhos, Paths of the Dead analysis
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.
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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Re: Nyadhos, Paths of the Dead analysis
I checked the map and imho it's currently impossible to complete within 3 star limit.
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?
Part of those triggers removes walls once unit is close.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.
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?
Age of Strategy design leader
Re: Nyadhos, Paths of the Dead analysis
Ah, that explains the amount of triggers. I also found at the very last trigger, a discarded Easter egg. Trigger 171.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.
I have nothing against your plans. Stratego can now fix it now that Endru confirmed it.
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Re: Nyadhos, Paths of the Dead analysis
Actually anyone having an option to modify the map can make changes and sent to stratego.
Don't leave too much on him alone.
Don't leave too much on him alone.
Age of Strategy design leader
Re: Nyadhos, Paths of the Dead analysis
Oh right. Sorry.
I'll try to send the modified map when I have time.. Probably.
I'll try to send the modified map when I have time.. Probably.
Last edited by Badnorth on Sat Nov 21, 2020 1:06 am, edited 1 time in total.
For newcomers, click here for discord links. Hopefully they aren't expired.
Re: Nyadhos, Paths of the Dead analysis
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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Re: Nyadhos, Paths of the Dead analysis
ok, can u please modify so i can put in?
Re: Nyadhos, Paths of the Dead analysis
I will add the things endru suggested..
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Re: Nyadhos, Paths of the Dead analysis
I added chapel, 2 light cav, 1 elite guerilla, replaced wagon with Hwacha, replaced catapult with mend tower and replaced 1 knight with a heavy knight. Should be more than enough to complete this map.
I have sent the map to the Dev.
I have sent the map to the Dev.
For newcomers, click here for discord links. Hopefully they aren't expired.
Re: Nyadhos, Paths of the Dead analysis
I have been waiting it so much!☺ Thank you, Badnorth!
Magyar vagyok, nem turista
Re: Nyadhos, Paths of the Dead analysis
I only did what Endru suggested to change though. I just updated the map.
Most of the praise should go to him.
Most of the praise should go to him.
For newcomers, click here for discord links. Hopefully they aren't expired.
Re: Nyadhos, Paths of the Dead analysis
My favourite idea came from you, Badnorth: revealed map
Magyar vagyok, nem turista
Re: Nyadhos, Paths of the Dead analysis
Sadly, the map is still on Fog.
The things that only changed are this -
The things that only changed are this -
For newcomers, click here for discord links. Hopefully they aren't expired.
Re: Nyadhos, Paths of the Dead analysis
But light cav with guerilla can provide enough vision. Just reach the end of the road.
For newcomers, click here for discord links. Hopefully they aren't expired.
Re: Nyadhos, Paths of the Dead analysis
Broken again, hwacha weakened
Re: Nyadhos, Paths of the Dead analysis
Added wagon (as recompensation for movement taking action), +4 attack and +2 range to hwacha.
Should be in the next dev version.
Should be in the next dev version.
Age of Strategy design leader