Aquarias campaign-feedback!

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Madmartigan
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Re: Aquarias campaign-feedback!

Post by Madmartigan »

Yes it sure is. Already done. I loved whe whole campaign man. Plans to add more to it?
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DoomCarrot
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Re: Aquarias campaign-feedback!

Post by DoomCarrot »

Yes, I had a rough draft of the story written for at least 8 maps so far, although I could certainly do more. :)

Unfortunately, the school year has begun again and I do not have time to work on these maps like I used to, so it may be a while between maps now.

P.S. Should I continue with the map image in the description like I did with "massacre"? I figured it would help immersion in the story, although I am curious if most players even care. :lol:
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Elvenprincess
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Re: Aquarias campaign-feedback!

Post by Elvenprincess »

I like the map. I can track the story on it :D
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DoomCarrot
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Re: Aquarias campaign-feedback!

Post by DoomCarrot »

Cool, I guess I'll continue with that then for a while. :)
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Madmartigan
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Re: Aquarias campaign-feedback!

Post by Madmartigan »

Yes please do. Very tolkien-esque. Maybe even a zoomed in version for each scenario. I know, I know... that sounds like work haha.

I havent been around in a few days. I was forced into swapping phones. I didnt get a chance to save my progress so its start over time :/ I actually just installed age of fantasy. Gonna try that out for a few days
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DoomCarrot
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Re: Aquarias campaign-feedback!

Post by DoomCarrot »

Zoomed in maps are very easy to make for me. :)

Also, good to have another AoF player!
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MMHoffman
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Re: Aquarias campaign-feedback!

Post by MMHoffman »

So, I picked this game off Google Play at random, ran a few random map games, and then picked the Aquarias campaign at random. I have really enjoyed playing through the first three maps. Map 3 was a fun challenge. I died the first time, but then got my back to a wall, healers protected, and got it done.

Just a couple small criticisms about map 3: The archer does *very* little damage, compared to the other characters. I could easily have won the level if she weren't even there. I might suggest she do more damage, but add a few extra baddies. Perhaps a weak healer for the bad guys might be fun. Add a little variety because, once in position against the wall, it became a touch mechanical.

My real reason for this post is map 4: Massacre. I assume you all have beaten it. I lost badly the first time, which is okay. I'm not a hardcore gamer. However, every time I play I lose. Here's what happens.

I manage to beat off the ambush attack, but I lose almost all my units keeping that idiot Lord Belmor alive, so when the ambush is finished I have about 5 units. One is Lord Arkad, two are Missionaries and two are horsemen. Next thing that happens is Lord Belmor sends all his surviving units back the way we came, hunting down the one or two enemy archers that we didn't kill, and Belmor - always with very low health - runs screaming into the *other* ambush in the ruins. He dies every time before I can even get to him.

Am I missing something obvious? This same pattern has played out more than once no matter what I do. I tried using the wagons to move troops fast, but that didn't work (the terrain is too restrictive to make that work, and you're attacked from literally every side, so the wagons just end up burning anyway). I've even begun using the wagons as defenders, which seemed to help, but not too much.

Lord Belmor seems set on acting out that famous charge scene from Braveheart, except minus the entire army. :x

Any tips would be appreciated.
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DoomCarrot
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Re: Aquarias campaign-feedback!

Post by DoomCarrot »

Glad to hear you enjoy Age of Strategy, as well as my campaign! :)

As for map #3, the archer (Lady Rachelle) is not meant to be particularly powerful, considering the close quarters. She is one of 2-3 units on that map that need protection. This is so that you must balance how much you protect each of the "weak" characters, while still being able to kill the traitors in time to flee the capital. However, she is not useless, as she can deal enough damage to weaken enemies so that the big hitters can kill them without suffering from counter-attack. :)

Map #4: It is possible, but difficult, and I shall tell you how I do it in the time limit.

On your first turn, load all pikemen, Arkad (and missionaries!) in the wagons and get them to help Lord Belmor's escort immediately, as his skirmishers stand no chance against the cavalry swarm. Make sure to keep your pikemen alive with your missionaries, and play it smart, use Belmor's men as meat shields, they are not very useful anyways. :lol:
Also, send half of your cavalry north and half south to fight the axe knights. Once the axe knights are dead, charge the archers by the rocks and kill them. This prevents the axe knights and archers from killing your swordsmen, who will need later on. If you time this all right, your missionaries/Belmor/Arkad/other survivors should be breaking through the last of the knights and lancers as your wounded cavalry come in to clean them up.
Now, as soon as you fight them off, Belmor and his men will do the braveheart charge to the ruins. Load up the wagons (those are still important) with swordsmen and follow Belmor to the castle, healing everyone along the way with your missionaries. Try to convert one or two broadswords in the ruins if you can, and that well make destroying the barracks/towers much easier.

Hope this helps. :)
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Detros
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Re: Aquarias campaign-feedback!

Post by Detros »

The Long Road
- found a typo in intro: "seven of the nine" - S should be capital as it is the beginning of the sentence
- Nice idea. I am looking forward for more "pack whole army into wagons and drive" missions. The bandits could get buffed a bit, though, say, one more knight at each subsequent attack.

City drama
- Thanks to the intro and bit of luck I have managed to get 3 stars on the first try, even without towers.
- Though this is bit weird: If Worker steps on Spy, trigger fires and Spy is captured, Worker lives. If Worker steps on the tile next to Spy, Spy gets visible, Worker can attack Spy, Worker gets killed, Spy stays there. Why does Worker get killed? Both units have Power 0, Worker has 10 HP, Spy has 4 HP. Are Power 0 units even supposed to be able to attack?
- Could you also rename that Swordsman to "Squire"?
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Detros
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Re: Aquarias campaign-feedback!

Post by Detros »

Council
- first try 11 turns, I did not note two pink soldiers on the side, mistaking them for those pink bushes, and moved the knight the other way
- second try 10 turns, the last enemy died at the start of turn 10 because of counterattack
- unit with range 4 healing and unit with 100 % conversion rate, yeah
- but from the shown heroes I am most interested in that reach 2 paladin
- idea: remove Writing tech from player so that blue Spy in the corner is not visible ingame
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DoomCarrot
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Re: Aquarias campaign-feedback!

Post by DoomCarrot »

Thank you for the feedback! I will try to edit those things when I get the time.

-You will like map 4 then. Another wagon map. (But much much more challenging) :)

-Yes, workers cannot attack, do not attack the spies with them :lol:

-The blue spy is visible because he is on ally team. There is no way to change that unfortunately.

-Yes, you shall be seeing more of the paladin later in the campaign!
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Puss_in_Boots
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Re: Aquarias campaign-feedback!

Post by Puss_in_Boots »

When's map 6? :)

I enjoyed this campaign alot because of the great amount of detail explained in the introduction, liked the doodle of a map you made for the campaign. I do hate most of the characters though because they all agree to allow Glistar do as it pleases other than the heros. You do plan for them to secretly support the heros right? Anyways that's the only rant I have. Looks like this might end in a sad ending at the moment.
You definitely do put much effort into this campaign and it shows. :D It's kind of reminiscent of the Paths of Rome campaign, but more straightforward. It has good attention to detail, fun and short lasting maps, and has pretty good dialogue.
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DoomCarrot
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Re: Aquarias campaign-feedback!

Post by DoomCarrot »

Thanks! Map 5 has been in production a long time now, and is actually mostly done, I just never had the time to finish it. I can try to get it done this month :)

And so far, none of the heroes have really supported Glistar yet. Most of them have fled to their respective territories, after the chaos at the capital. It is yet to be determined who will join the fray, and on what side. :P
Last edited by DoomCarrot on Sat Aug 26, 2017 4:23 pm, edited 1 time in total.
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Puss_in_Boots
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Re: Aquarias campaign-feedback!

Post by Puss_in_Boots »

Glad to hear that.
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DoomCarrot
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Re: Aquarias campaign-feedback!

Post by DoomCarrot »

"We all crave that which gives us purpose." Firedar responded. "It is part of our human curse."

"What does that even mean?" The squire looked perplexed. "How does that answer my question?"

"You ask why Nestor draws us all into war. Why do any of us do anything? Why do we follow Lord Arkad's orders, even to the death? Loyalty, we would surely say. And yet loyalty is simply our way of justifying our place in this kingdom. People like Nestor are rare, but twisted and deranged. They do not find purpose in loyalty, or love, or honor. They find purpose in control. Power. In forcing upon others a future they think is best. That is why they became powerful to begin with. He was not born into it. Years ago, he wrestled it away from the noble families of Glistar through bloody civil war. It is in such a ruler's nature to draw all of us into war, if only to satisfy their own sick desires.


Map 5: The River Campaign

The next map is well on its way to near completion, as is the intro story. There were a lot of confusing triggers, and tons of bugs, but it is almost ready for playtesting! I hope to have it out for tests within the next week or two.

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Puss_in_Boots
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Re: Aquarias campaign-feedback!

Post by Puss_in_Boots »

Haha that's the greatest river I've ever seen in the game.

You really do take a lot of time with your map making, I'm trying to create a prison map for my War of Factions Campaign, it was supposed to be such a simple campaign, yet I tried to drive it into a complex story. :)
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LordOfAles
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Re: Aquarias campaign-feedback!

Post by LordOfAles »

Puss_in_Boots wrote:Haha that's the greatest river I've ever seen in the game.

You really do take a lot of time with your map making, I'm trying to create a prison map for my War of Factions Campaign, it was supposed to be such a simple campaign, yet I tried to drive it into a complex story. :)
More talking than fighting lol :lol:

No offense btw
I am, indeed, a big Witch King and Middle Earth fan if you didn't notice.
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Puss_in_Boots
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Re: Aquarias campaign-feedback!

Post by Puss_in_Boots »

It's the direction I take to provide more different gameplay. So I can't really be offended by this. ;)
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DoomCarrot
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Re: Aquarias campaign-feedback!

Post by DoomCarrot »

Yes, I take my sweet time with the campaign maps lol. Largely because work/life, but it also takes some time to plan the campaign story/maps and everything.

But honestly, I have been enjoying your maps quite a bit Pib. They have a good balance between triggering and gameplay, which makes them really feel like an engaging campaign, rather than a preset battle.
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DoomCarrot
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Re: Aquarias campaign-feedback!

Post by DoomCarrot »

Map is sent to dev for dev version testing: No story intro yet. Things to help with:

Is the turn limit reasonable? (Too easy/too hard?)

Any weird glitches/things that don't seem right with the triggering?

Any other feedback is appreciated as well!
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tamtam12345
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Re: Aquarias campaign-feedback!

Post by tamtam12345 »

DoomCarrot wrote:Map is sent to dev for dev version testing: No story intro yet. Things to help with:

Is the turn limit reasonable? (Too easy/too hard?)

Any weird glitches/things that don't seem right with the triggering?

Any other feedback is appreciated as well!
I tried the map "the river campaign" twice.I choose skirmishers,fire archers,missionaries and elite light cal.First ,I activated battle(maori+skirmishers vs board swordmans).I use hit and run skill so I saved majority of them.Then,I split my units into two groups to kill guards on different bridges.Most my units are dead.Finally,I killed remain enemy units? and get into the town in turn 44.Few turns later,a bunch of enemy units came so all my unit dead finally.

Conclusion:Nightmare difficulty(after a bunch of enemy came).I can't win it using this team arrangement.Baybe I should not spilt my force.I will try to use priests to play again. :P
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DoomCarrot
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Re: Aquarias campaign-feedback!

Post by DoomCarrot »

Tamtam? Did you take the tc though? The troops that come later are basically supposed to be unstoppable lol
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tamtam12345
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Re: Aquarias campaign-feedback!

Post by tamtam12345 »

DoomCarrot wrote:Tamtam? Did you take the tc though? The troops that come later are basically supposed to be unstoppable lol
I take the tc that is in the hill.But I lose it few turns later after the troops come. :P
If I hold the town few turns longer,will I win finally?
tamtam12345
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Re: Aquarias campaign-feedback!

Post by tamtam12345 »

I tried once again.I get the Tc(without loss )until turn 47(3stars requirement).How can I get 3 stars?
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DoomCarrot
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Re: Aquarias campaign-feedback!

Post by DoomCarrot »

Speed strategy:

When recruiting your army, choose the skirmishers, missionaries, macemen, and elite light cavalry. Immediately send your entire force Northwest, to the little crossing point over the river, with the execption of your light cavalry and a single missionary. Send both of these to help the skirmishers and village warriors clean up the Glistari invaders on your side of the river. Do not leave the woods, or the troops across the river will spot you. Once the swordsmen are dead, position one skirmisher on the far East of the map so that the warships can only hit him once per turn. Position the missionary just behind him, and leave them both. They will kerp the attention of the warships so they don't sail westward up the river to stop you in the next step. Now attack across the river, on the West side of the map. Your troops should be able to overpower the Glistari. Don't let Sir Firedar get too close to the action, and try to keep your macemen and pikemen out of harms way as well. Once you have broken through, head East to attack the Glistari bridge fortification from behind. If you still have some cavalry, dispatching the ballista is easy. If you don't... Well good luck lol.

Finally, head North to the town. The fighting her will get hairy if you do not have your pikemen and macemen. The shadow warrior here is deadly, but do not fear! Palagor has excellent warriors as well. :) Send your macemen to fight him, and it should be a victory for you.

Finally, take the town center. Breaking through the wall may be annoying, but Sir Firedar should be able to do it quickly, and there is nothing here that is seriously threatening to him. Once you take it (good job), and you realize that the Glistari have led you into a trap, you will WIN AS SOON AS FIREDAR DIES. So basically, if you want to save turns, commit suicide with Sir Firedar as soon as the Glistari land on the shores with their gigantic army. (Seeing that all hope is lost, Sir Firedar chooses to fall on his sword rather than fall to his enemies).

Tl;DR: Take the town center as fast as possible, wait for Glistari army to trap you, then commit suicide. GG
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tamtam12345
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Re: Aquarias campaign-feedback!

Post by tamtam12345 »

DoomCarrot wrote:
Tl;DR: Take the town center as fast as possible, wait for Glistari army to trap you, then commit suicide. GG
Yes.You are right.The trigger performs well.I lose it before because all my unit(except Sir Firedar) dead already.He is the last man left.:lol:

Turns requirement is suitable.
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DoomCarrot
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Re: Aquarias campaign-feedback!

Post by DoomCarrot »

Good! Thanks for helping test it. :)
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ericleal
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Re: Aquarias campaign-feedback!

Post by ericleal »

Nice campaign.

Thanks for the speed strategy tips ! without the east skirmisher-missionary diversion this last map is very hard.

My army is now ready for the last fight lol


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Egosz
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Re: Aquarias campaign-feedback!

Post by Egosz »

Yep, nice campaign. Exciting till the end. When I first captured the town center, I tried to defend it. My hero was killed by enemy forces, that landed on the seashore and attacked me from my back. Then I got the message: "You have won the game! " :D I got two stars and I have tried again several times for four stars. I always captured the town center then I always deleted my hero and I always lost the game. The only deference is, that enemy forces never landed on the seashore again, they only attacked the village. So my questions are: What is the trigger for win? When can I delete my hero? What does not let the enemy forces land on the seashore? Is it the key? Thank you in advance!☺
Magyar vagyok, nem turista :lol:
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