Campaign: Paths of Rome

Discuss anything about any map, ask for hints/help if you need
HokanPL
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Re: Campaign: Paths of Rome

Post by HokanPL » Sat Jul 23, 2016 7:00 pm

Map ready. Tomorrow I will send it to Daniel. I'm testing it :)

HokanPL
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Re: Campaign: Paths of Rome

Post by HokanPL » Fri Jul 29, 2016 11:53 am

DANIEL!!! WHERE IS MY NEW MAP??? :V

Stratego (dev)
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Re: Campaign: Paths of Rome

Post by Stratego (dev) » Fri Jul 29, 2016 2:27 pm

please specify which, please name it and resend it in email if i happen to miss to put it in - i will put it in immediately!

HokanPL
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Re: Campaign: Paths of Rome

Post by HokanPL » Fri Jul 29, 2016 4:57 pm

From email michal.mulewicz@gmail.com

map name: Confrontation

Write if you lost it, I can send it one more time if you need

HokanPL
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Re: Campaign: Paths of Rome

Post by HokanPL » Sat Jul 30, 2016 1:12 pm

In the nearest future I want to design "Demolition " map one more time because my skills are improved and triggers don't work perfectly - map is too hard, actually. I'm confused you didn'd tell anything ;) Then 2 more maps for this campaign and it will be the end of Paths of Rome. Then, I would like to work on "Age of Alerts/Red Alert Strategy" conversion, hope you will help. And then maybe 1 more campaign for AOS (templars, saracens, conspiracy and mysteries) and for AOF (who knows games for kids with small purple dragon as a main hero? :D )

Stratego (dev)
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Re: Campaign: Paths of Rome

Post by Stratego (dev) » Sat Jul 30, 2016 8:36 pm

triggers don't work perfectly
if you found trigger bugs please report them under issues section - thanks!

HokanPL
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Re: Campaign: Paths of Rome

Post by HokanPL » Sun Jul 31, 2016 12:25 am

I wouldn't say it's bug, only not enough tests. I've deleted draft, so I must design it one more time. But not problem, because now I think I can design better map which can give you more fun.

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Disco
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Re: Campaign: Paths of Rome

Post by Disco » Tue Aug 16, 2016 12:35 pm

Im just about to continue the campaign, map Demolition. The intro text is a wee bit messy. and hard to follow.

Just a suggestion, replace [newline] with <p> . then at end of line </p>

tamtam12345
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Re: Campaign: Paths of Rome

Post by tamtam12345 » Wed Aug 17, 2016 4:29 pm

In map “confrontation”,dark centurion will don't move when low hp because AI system. So you can move your catapults to destroy the castle easily.Need to fix it.

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COOLguy
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Re: Campaign: Paths of Rome

Post by COOLguy » Wed Aug 17, 2016 10:24 pm

Disco wrote:Just a suggestion, replace [newline] with <p> . then at end of line </p>
:)
Thanks!
Josh

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Disco
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Re: Campaign: Paths of Rome

Post by Disco » Thu Aug 18, 2016 8:56 am

HokanPL wrote:In the nearest future I want to design "Demolition " map one more time because my skills are improved and triggers don't work perfectly - map is too hard, actually
Man this map is tough lol Like it though ;)

HokanPL
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Re: Campaign: Paths of Rome

Post by HokanPL » Sat Oct 15, 2016 11:44 pm

New "Demolition" map sent to Daniel. Hard, very hard, but possible to pass now.
I was off long time, is problem with AI (unit doesn't move if it's hurted) repaired?

HokanPL
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Re: Campaign: Paths of Rome

Post by HokanPL » Fri Oct 21, 2016 6:18 pm

Do you like this map?

HokanPL
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Re: Campaign: Paths of Rome

Post by HokanPL » Wed Oct 26, 2016 3:06 pm

Daniel has some technician problem with deleting old map and give new one as replacement.
Daniel, maybe you didn't notice my email last time, so I'm writing here: So maybe add renewed "Demolition" map as new one (After "Confrontation") and write in description it is as replacment of old, broken map. But if you've solved this and can replace the map, pleace copy and paste storyline-desxription from old map to the new one, ok?

No, I cannot repair triggers from old map because of two reasons:
-I don't have this map in Design map(beta). I lost it by updating the app long time ago, OR I've deleted it on my own, I don't remember.
-I don't want. New map is better in my view, and I've worked much to design it and make triggers. I don't want to throw it away to the rubbish.

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Detros
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Re: Campaign: Paths of Rome

Post by Detros » Wed Dec 21, 2016 4:48 pm

Map 1, Re-Attack
- At the end the "You have won" screen did not show any gems ... and while I then had 4 gems I think I had those even before.
- Otherwise, a bit too many units, after clearing the bottom I left two thirds behind and advanced just with archers, centurion and like 6 swordsmen.

EDIT: Map 3 end screen didn't show any gems either and I think it also showed bad amount of turns. I think I finished it in like 18 turns but it showed 12.
Last edited by Detros on Thu Dec 22, 2016 12:15 am, edited 1 time in total.

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Detros
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Re: Campaign: Paths of Rome

Post by Detros » Wed Dec 21, 2016 7:48 pm

Map 2,
- Interesting style (ravens are great) but the triggers are bit wonky. First I sit few turns before the circle, moving my army, wondering when the wall will remove itself. Remembering there were several triggers already I tried moving Centurion forward and that opened the gate.
- Then I moved in but apparently not in enough because for few more turns my archers happily pin-cushioned the attackers while those were just standing there. Only moving of Centurion closer to centre of circle moved the story again.
- Then I killed all nearby attackers while one blue Spartan, hidden behind firepits, was just standing there, getting his rations in arrows. Then again I tried moving Centurion bit forward and, while standing safely with all enemies down I got a storyboard with "They are too many, oh run, Centurion". When nothing happened for a turn I go bored of trying to kill that Spartan with arrows and moved Centurion to the corner.
- Continuning on this is the beginning of Map 3 "All my men lost, why, or why" monolog which just looks weird after I have cleared the previous level.
- I suggest to add some pointining-in-the-right-direction triggers for "when first player arrives to [doors of circle | centre of the circle]" the text shown is like "Marcus, we have found XXX. ~ OK, let me have a closer look on it.". Also, make the attackers to stand bit farther so they can't be attacker before the fight or even better, make it each turn one or two are spawned. Thus you can then more easily sell that "all my men lost" situation to play, I think.
- Only the intro of the first map notes the centurion is named Marcus, second map intro does not say so. Please, rename the unit to "Marcus" in all its maps. I got quite confused here at the end of Map 2 when in that "Run!" dialogue one of speakers was talking to Marcus.

Btw, Daniel or CoolGuy (or who all has the rights), could you move this thread to "Campaign map discussions" section, please?

HokanPL
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Re: Campaign: Paths of Rome

Post by HokanPL » Tue Jan 03, 2017 2:20 am

Thanks for playing my campaign!

About gems and numbers of turns - bug of game itself, I've noticed that many times in many maps.

About second map "too easy problem" - so the only thing I can do for example is to spawn some poison archers behind stones and maybe elephants/shadow warriors/horse knights at place where you've started.
Just for make climate better for people who don't play typical :D Good job

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COOLguy
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Re: Campaign: Paths of Rome

Post by COOLguy » Tue Jan 03, 2017 3:10 am

Moved the topic to Campaign discussions per Detros's request since the campaign is built and implemented
Thanks!
Josh

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