Nyadhos, Paths of the Dead analysis

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Nykidxxx
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Nyadhos, Paths of the Dead analysis

Post by Nykidxxx » Mon Dec 22, 2014 5:45 pm

I was playing when this was originally 35 turns and it was impossible, now that it has been boosted to 155 turns, it is still nearly impossible.

The problem:
-the map is too big for three cavalry and a single siege to reach every corner.
-the siege cannot be fixed.
-the cavalry can only be healed via a 3-5 turn waste sitting inside a tower, and they must run back after every surprise archer encounter.
-the wagon with the siege cannot access over a quarter of the map due to bushes! this limits my abilities to use the units given.
-a two pike man can wipe out a quarter of my forces, everytime i see pikemen i have to run and wait for my catapult to kill them.
-the darkness means i cannot even plan a route to chase the enemy from the corners.
-in fact the map designer is somewhat of a manic since he creates dozens of long long paths that lead to dead ends and forces me to double back if i try to split my forces to search better.

the worst one:
-the spontaneous spawning of troops after killing watchtowers.
I don't understand this one. My goal is to kill remnants of a scattered army. How do they get so many reinforcements that can teleport in a medieval setting. The trigger makes it even more confusing as how does killing a watchtower equate to spawning troops in a far away area? Maybe like right next to the tower you destroyed would be somewhat reasonable. lastly, if i spent 100 turns scouring for tropps from top to bottom, them i hit a tower at bottom, id have to double back up to find out where they spawned. i would need at least 300 turns to allow me to double back at the destruction of every single watch tower.


My solution:
-Eliminate the darkness, in fact at least show us where we can and cannot go since the maze is so dam insanely made.
-Provide a single healer that we have to protect. This wont make us overpowered since we need to strategize to protect it and move cautiously.
-The watch towers can spawn units at the base or none at all, spawning behind me in a place i searched already is just too much for this large of a map. Perhaps make some into guard towers since we get a catapult, we can use the cavalry to scout and slowly move the catapult to clean up the towers.
-i like the idea of troop preservation so i don't want buildings, however can we get slightly more than 3 cavalry? i mean if they run through a fog of war and stumble into 1 pikemen and 1-2 archers, i just lost a third of my forces. Perhaps the new Hessian with three great cavalry and 2 horse archers to take out archers behind walls. (right now i need to use a catapult to kill every archer, if i miss that's two turns per archer!)


This is my analysis of the map after failing on this map 5 times, that's like over 10hours per try. i have beaten almost every other map in here lol. also note i want the 4 gems, anything less is considered a failure. Right now i believe this map is absolutely impossible without prior knowledge of what troops will spawn where from which tower kill and what the map looks like.

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COOLguy
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Re: Nyadhos, Paths of the Dead analysis

Post by COOLguy » Wed Dec 24, 2014 7:08 pm

:D
Thanks!
Josh

Nykidxxx
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Re: Nyadhos, Paths of the Dead analysis

Post by Nykidxxx » Thu Dec 25, 2014 8:30 am

In exactly 140 turns I see lol

Btw I read in another post that you do not HAVE to break the watchtowers and can leave them alone, is that true?

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COOLguy
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Re: Nyadhos, Paths of the Dead analysis

Post by COOLguy » Thu Dec 25, 2014 2:11 pm

That is true since around July. Daniel made it so that walls and such do not need to be destroyed for victory. :)
Thanks!
Josh

Stratego (dev)
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Re: Nyadhos, Paths of the Dead analysis

Post by Stratego (dev) » Thu Dec 25, 2014 6:15 pm

yes: actually nothing must be destroyed that has no movement AND has no attack/action possiblity.

Nykidxxx
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Re: Nyadhos, Paths of the Dead analysis

Post by Nykidxxx » Sun Dec 28, 2014 1:03 pm

Well that makes it like 100x times easier lol, I wish I knew this earlier... Can't we just stop the towers from spawning units all together? Most players won't figure out that you can leave watchtowers alone unless they come to the forums, and if we don't have to break them to win then why not just let us break them without having troops spawn.

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COOLguy
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Re: Nyadhos, Paths of the Dead analysis

Post by COOLguy » Sun Dec 28, 2014 2:26 pm

No, I don't think so... I like having the option for fun. :mrgreen:
BTW they represent resistance fighters emerging from hiding places - they appear only on the road en route to destroy your towers, or in the maze to trap you.
Thanks!
Josh

Nykidxxx
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Re: Nyadhos, Paths of the Dead analysis

Post by Nykidxxx » Sat Jan 03, 2015 4:28 am

mmm hidden fighters makes sense... but I think they should at least spawn from the area around the tower... I wouldnt wait for a tower in the horizon to be destroyed before appear from right next to the enemy base ><

max-damage
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Re: Nyadhos, Paths of the Dead analysis

Post by max-damage » Fri Feb 06, 2015 12:11 am

This has to be a deptusi map...most of his maps are ridiculous...(betrayal of maximus in less than 35 turns? Please...)
It's better to keep your mouth shut and let people wonder if you're a fool than to open it and remove all doubt...

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balint
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Re: Nyadhos, Paths of the Dead analysis

Post by balint » Fri Feb 06, 2015 10:48 am

it might be that he didn't cared about the turn limit, so it is the default.
This is Hungary and winter is coming.

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COOLguy
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Re: Nyadhos, Paths of the Dead analysis

Post by COOLguy » Fri Feb 06, 2015 3:41 pm

This one can be won in the turn limit - I did! (see my above screenshot)
Thanks!
Josh

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balint
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Re: Nyadhos, Paths of the Dead analysis

Post by balint » Fri Feb 06, 2015 3:55 pm

I see :)
This is Hungary and winter is coming.

garfield2230
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Re: Nyadhos, Paths of the Dead analysis

Post by garfield2230 » Thu Feb 19, 2015 1:22 pm

Hey I was playing the map when I found the forum. I used the cav. To draw units to the catapult. The bottom right corner has alot of pike man so beware. Have pictures of the map for yall have to shrink the file size first. You can post the catapult at the cross roads and the units will come to you.

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COOLguy
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Re: Nyadhos, Paths of the Dead analysis

Post by COOLguy » Thu Feb 19, 2015 7:55 pm

That's cool. :) How many turns did you win in?
Thanks!
Josh

garfield2230
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Re: Nyadhos, Paths of the Dead analysis

Post by garfield2230 » Mon Feb 23, 2015 5:04 am

Taking things nice and slow over 300. Need to go back and redo it knowing the map and troop placement now.

mickmackmike
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Re: Nyadhos, Paths of the Dead analysis

Post by mickmackmike » Tue Mar 03, 2015 6:29 am

I have completed every map on this game, so there are none left to play, up till this one "paths of the dead"
many months ago when I last really tried I did a google search with nothing come up, so on trying just now I came up with this post now which is nice.
I have been close several times killing everything else on the screen but always would end up getting the knights killed in the bottom right corner, with one or two archers to go.
This would happen no matter how many times I got to 140 plus turns

* After many many hours i never realised that killing towers spawns troops
- How on earth would you ever know you don't have to kill towers, towers are there so you destroy them it is part of the game @#$!!#!

* Only after reading here do I now know knights can be healed in the towers (1/2 healed ? , either way this is a critical bit of info)

- I had no idea for the above nice to know , I should be able to complete in around 300 goes first time back to it if I go slowly with this new info .


I agree that the map should be changed, while you could say it could be done, to say that only one person has completed it as it first came out is to say that they had 2 weeks full time to do it...

That is just silly. Most others you can complete in a few hours, to get all stars you might have to go through a couple or a few attempts for the more difficult ones.

Mike..

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