- Joined
- Aug 1, 2019
- Messages
- 280
welcome back my friend glad to see you finished your campaign although i am busy these days i will try to finish your campaign and give you a feedback about it
(11 ratings)
although i am busy these days i will try to finish your campaign and give you a feedback about it
well then here the first bug i found fezgrel channeling ability descreption is not in its place like the other abilities sometimes it be a bit higher and sometimes a bit lowerHi Gaurdian of the flame!
Thanks for the nice reply. Glad to see you already managed to find the second part!
Take your time. It is meant to be fun playing the campaign. Besides, it took me about a year and a half making this campaign, so waiting a little longer will not be a problem
Hi again! Could you describe it a little more? Then I can see if I can do something about it with the first round of changes.well then here the first bug i found fezgrel channeling ability descreption is not in its place like the other abilities sometimes it be a bit higher and sometimes a bit lower
EDIT i think that the healing rain ability is not working i used 2 times and i noticed that its as if it canceled after i used it
Hi Tryndamere! This is not the update of Tale of the Two Brothers, if that is what you meant. This is the sequel to it (and also the conclusion of the tale).Is this Campaign will update??
here is a photo of the channeling ability bugHi again! Could you describe it a little more? Then I can see if I can do something about it with the first round of changes.
Ohh sorry, I mean will this campaign be renewed or focus on renewing the first campaign part??Hi Tryndamere! This is not the update of Tale of the Two Brothers, if that is what you meant. This is the sequel to it (and also the conclusion of the tale).
Next I will both work on an update of part one (let's see if I can get it approved this time) and a human sequel (taking place in the same universe, but without the characters of the Tale).
here is a photo of the channeling ability bug
Glad you saw the playthrough on YouTube. I watched most of it.So, the first chapter of part two was online, and featured by @Jayborino , in the series of "Maporino! 2022": VIDEO LINK HERE.
No thanks needed. I make these campaigns for my own fun and I am happy you like playing them.I hope you are going to fix the first campaign, because there is a very big quality difference. Keep it up, and thank you very much for the Fun.
Did I forgot fixing it? Otherwise I will have to take a look at it.Hope sooner or later you are gonna fix the constant bug that some units of the Ogre-Trolls and Blood Orcs have a very different upgrades, and you forgot to change that in the War Mill, so when the player research an upgrade in the warmill, than it's not gonna effect it's units.
Glad you liked the story (as I put a lot of time in developing it). I will not spoil anything, so you will have to play this campaign further to discover what will happen+Good Story, hopefully the two brothers are not gonna kill each other in this chapter
This campaign is the sequel to Tale of the two brothers-part one. It does not change the story from the first part (it is actually recommended to play part one first, despite it's flaws. Otherwise the player can miss some plot-points).Ohh sorry, I mean will this campaign be renewed or focus on renewing the first campaign part??
Thank you for the idea. I will look if I can get some extra custom items, at least for the more prominent enemy heroes.Come on, give them items too so that it impresses them that they are also strong
I will look into it. It was my intention that the player has to make some progress because of the resources, but it must not become annoying.I hope that every goldmine in each chapter is increased, I think it is very lacking, especially in chapter 2 where we attack them, increase the amount of goldmine so that the fighting experience is more exciting
No sorry needed. I'd rather hear some ideas for the improvement and feedback.sorry it's too long but I hope it's for the convenience of the game
Did I forgot fixing it? Otherwise I will have to take a look at it.
Thanks for writing them down! I will rework them later (kind of busy at the moment)You forgot that yes, like:
This one is not a bug btw. It was easier for me to make a map without keeping an eye out for eventual lumber-harvesting problems. Besides, I liked the idea of some dense forests and with the option for the player to chop down the whole forest, the whole theme of the map would disappearIn every chapter (part 1 &part 2) you cannot chop down a tree, because they are forever (you can't even make a night elf angry with it, because you are not even harm the tree, but you get lumber from it). Plus the trees are invincible: both part of the tale, it's not destructable either with catapult or with peon attack.
O dear, are they still stuck? I already made some extra space, but it seems like I will have to remove some extra trees or something.You packed so tightly the Dragon Guard Base after the Hellwalker Base, that the trained units from the Ancient of War cannot attack the Hellwalker Base.
Did you not find strange, that the TREES ARE BLEEDING when they chopped by Young Ogres?Thanks for writing them down! I will rework them later (kind of busy at the moment)
This one is not a bug btw. It was easier for me to make a map without keeping an eye out for eventual lumber-harvesting problems. Besides, I liked the idea of some dense forests and with the option for the player to chop down the whole forest, the whole theme of the map would disappear
O dear, are they still stuck? I already made some extra space, but it seems like I will have to remove some extra trees or something.
I did but I could not find a way to stop it... I do not know what it is, because the ogre worker is the same unit in both campaigns (an the trees are not bleeding now)Did you not find strange, that the TREES ARE BLEEDING when they chopped by Young Ogres?
I cannot remember this at the moment, but I will take a look at it later.In chapter eleven, you made a forest with puzzles, with tomes to pick up, but the only hero on the map with inventory: can't do that, because the trees can't be chopped down. There is no Goblin Zeppelins or any type of tool to pick them up.
It should not crash the quest, but I will see that it gets fixed as well.Pest Control optional quest does not count the maneater you killed before the quest start's.
Maneater in the North-West, ensnared by the Night Elf Hunter forces are capable of moving, even when ensnared.
It is a little confusing, but it is intended to be this way. Originally, I was planning on using a model of a WC2 pig farm, but it made the game crash. So the original model stuck...Frostfang's Clan Burrow has no ability, to enter peons and used as a normal orc burrow.
I did but I could not find a way to stop it... I do not know what it is, because the ogre worker is the same unit in both campaigns (an the trees are not bleeding now)
I cannot remember this at the moment, but I will take a look at it later.
It should not crash the quest, but I will see that it gets fixed as well.
.Added on the list of reworks
It is a little confusing, but it is intended to be this way. Originally, I was planning on using a model of a WC2 pig farm, but it made the game crash. So the original model stuck...
I hope it's not just the enemies that stand out, I think, but the ordinary heroes in each chapter are worth giving inventory, even if the item items don't have a lot of stats, at least don't empty the items because it's a pity if you meet our heroes who have overpowered skills, plus also the item is over power... so it's easy to be eliminated heheThank you for the idea. I will look if I can get some extra custom items, at least for the more prominent enemy heroes.
... I encountered this myself, but I thought I had fixed it. I need to check the triggers...Some unvisible units in the ending scene cinematic - Karakh dies, and the Humans & Night Elvish forces arrive - attacking the last mentioned groups. Is this intentional or just a pure accident?
This is intentional. The spell regenerates their mana (hence the regeneration in the name)Spirit Wyvern and Karakh (In his book) has this ability, but it's like Devour Magic. Is this intentional to name as it is, or should be other ability must we have here?
Oops. It was their previous ability, which I will change. The placing issue is probably a default thing I need to adjust as well. Thanks for notifying!Power Generator description mentioning Healing Wave ability, but there is no healing wave, only Gift of Blood & Spirit Touch. Can be placed anywhere, because if you want to place it anywhere on the map, the target location is every time green.
I know, but that is something I will not change gameplay-wise (it would be kind of strange to have the player return after moving to a boss-battle).After the player destroys the last base before the garden, there is no option to discover the map, or go back to certain places to pick up items for the other heroes, which ones are under AI control before, but in this point, they are now under the player control.
That is a major bug! I will see to it.When the Arch Druid summoning "Shimmering Portals", if the player destroys the portals before it spawns/summons, then the portals became undestroyable, and open forever: the player cannot stop the spawning of units from this portals.
Same goes for this one.the stone fence is an obstacle
This one does crash the game yes. Maybe I will try the other one (see if it helps).WCII Pig Farm Alpha
The comment in your picture made me laugh at least... But I will see to it as well.The picture is speaks for itself.
That was a choice for the quality of the game. It would be kind of sad if all trolls had been butchered by the other players before you could move out...nly me + the Shimmeraxe Tribe is in friendly relations with the Hellwalker clan? Wow!
You are welcomeThere is no Ocean, or Great Lake, but thank you very much for the option.
I could give them some items in their inventory if that is what you mean? Just to give them more survivability.I hope it's not just the enemies that stand out, I think, but the ordinary heroes in each chapter are worth giving inventory, even if the item items don't have a lot of stats, at least don't empty the items because it's a pity if you meet our heroes who have overpowered skills, plus also the item is over power... so it's easy to be eliminated hehe
I do not know if I will change their skillset, but I could improve their damage etc. So they become more balanced.Ohh coincidentally talking about spells, can it be possible for common enemy heroes like Warden, Demon Hunter, Keeper of the Groove and Prisstess of the moon to change their skills which are over power as well as when fighting Dragon Queen
It took some time to create it (it is an adaption of the Metamorphosis of the Demon Hunter). Hope you liked the custom hero.I was really surprised when I fought her on when he only had a little blood left he immediately turned into a dragon.. A really interesting spell
I really liked the quality change in models between the two parts of your campaign. You plan to use the same models in part 1, what you are using in part two? The Troll Chieftain was a nicely welcomed one to me. These modells are very good, hope that you can make the desired WCII Pigfarm work with the game. Ask others for help: they are sure can solve the problem.... I encountered this myself, but I thought I had fixed it. I need to check the triggers...
This is intentional. The spell regenerates their mana (hence the regeneration in the name)
Oops. It was their previous ability, which I will change. The placing issue is probably a default thing I need to adjust as well. Thanks for notifying!
I know, but that is something I will not change gameplay-wise (it would be kind of strange to have the player return after moving to a boss-battle).
That is a major bug! I will see to it.
Same goes for this one.
This one does crash the game yes. Maybe I will try the other one (see if it helps).
The comment in your picture made me laugh at least... But I will see to it as well.
That was a choice for the quality of the game. It would be kind of sad if all trolls had been butchered by the other players before you could move out...
You are welcome
Thanks for the rating btw
Thanks! I am certainly planning on using the same models again. I noticed they make the game a lot more fun to play.I really liked the quality change in models between the two parts of your campaign. You plan to use the same models in part 1, what you are using in part two? The Troll Chieftain was a nicely welcomed one to me. These modells are very good, hope that you can make the desired WCII Pigfarm work with the game. Ask others for help: they are sure can solve the problem.
I think that would be too cruel for the playerI was mad. I thinked you made them spawn near the gold mine, but no. This is more worse than spawning near the gold mine.
That is because he needs to learn how to master all elements before using them (and because the elements are equal, there is no one whom he starts with). Besides, it balances the EM a bit. He compensates the lack of an initiate ability later in the game.I actually find very strange, that Elemental Master comes out without any ability to use as an Initiate.
It is probably because some units are versions of the Neutral Hostile faction in the editor. I will see if I can add it, because it can be convenient.Plus I also noticed that, when you click on a spellcaster unit, like Bloodmancer, Diabolist, Troll High Priest, etc., there is no "Rank" visible. What I mean?
That is for making them more useful in game (like a Gargoyle). Credits for this game-balancing idea go to @trycex .Wyvern can attack ground (Ranged Attack).
Hmmm... It did not happen to me while testing this map (the same goes for Trycex, who tested all maps). I hope others report this if this happens as well (to see if it is something in the game or a combination of the game and another factor (like your PC for example).After destroying Borug's Base and Kazumaki's side switched, the game was crashed. I destroyed Borug's base again, and Kazumaki is friendly, and doing nothing. LITERALLY.
Thanks! I am certainly planning on using the same models again. I noticed they make the game a lot more fun to play.
I think that would be too cruel for the player
That is because he needs to learn how to master all elements before using them (and because the elements are equal, there is no one whom he starts with). Besides, it balances the EM a bit. He compensates the lack of an initiate ability later in the game.
It is probably because some units are versions of the Neutral Hostile faction in the editor. I will see if I can add it, because it can be convenient.
That is for making them more useful in game (like a Gargoyle). Credits for this game-balancing idea go to @trycex .
Hmmm... It did not happen to me while testing this map (the same goes for Trycex, who tested all maps). I hope others report this if this happens as well (to see if it is something in the game or a combination of the game and another factor (like your PC for example).
And Kazumaki is a lazy snitch. The player is supposed to get annoyed by him/hate him, so I did my job well
The problem with the statue is that it was enlarged (and the unpathable section didn't grow with it. I can take a look if I can fix it...There is a problem with that statue...
There are a few models (three if I remember correct) which portrait does not function always. Those are the Fanatic (which will work sometimes), the Crusader (whose face is not visible behind the helmet) and the Boulder Slinger (which portrait turns grey sometimes). For the last one, I already posted a thread for help some time ago, but I got no replies...There are problems with unit portraits on the enemy side...
lol but i don t hate kazumaki also kazumaki said that he will lay down his weapons he didn t say that he will fight against gashAnd Kazumaki is a lazy snitch. The player is supposed to get annoyed by him/hate him, so I did my job well
Yes sir, that's what I mean, so that their inventory isn't completely empty when we meetI could give them some items in their inventory if that is what you mean? Just to give them more survivability.
That sounds really goodI do not know if I will change their skillset, but I could improve their damage etc. So they become more balanced.
I'm very interested in the costume hero, it reminds me of the very big Fulbolg hero, but can the skill be changed like there is a shockwave, Hardered skin and others that symbolize this hero is very hard like a tank? for skill level 6 it is very good for me but the other skills are a bit lackingIt took some time to create it (it is an adaption of the Metamorphosis of the Demon Hunter). Hope you liked the custom hero.
Thanks for your rating as well
The problem with the statue is that it was enlarged (and the unpathable section didn't grow with it. I can take a look if I can fix it...
There are a few models (three if I remember correct) which portrait does not function always. Those are the Fanatic (which will work sometimes), the Crusader (whose face is not visible behind the helmet) and the Boulder Slinger (which portrait turns grey sometimes). For the last one, I already posted a thread for help some time ago, but I got no replies...
Because I a not a model creator myself, I had to keep it this way. Because the problem occurs with only three of the custom models (from probably more then a hundred) I decided to not remove the model (also because there are not that many Scarlet Crusade models around).
But if you know someone who can fix it, please let me know.
You got itlol but i don t hate kazumaki also kazumaki said that he will lay down his weapons he didn t say that he will fight against gash
You mean the Dragon hero? She is actually meant to be an intelligence hero with an AoE spell and a stun. So she is not a tank at all, but more a damage dealer in the background.I'm very interested in the costume hero, it reminds me of the very big Fulbolg hero, but can the skill be changed like there is a shockwave, Hardered skin and others that symbolize this hero is very hard like a tank?
Did this occur before or after the cinematic in the Shimmerzone?The end game fight was a very strange for me. Somehow Gash had an ability to re-heal himself, not just once, but 5 times in a row
That is the irony of it. You are going to hate Gash through the whole campaign. In the end you finally get the canche to kill him and then it is no fun anymoreIt was not a pleasure after all to kill Gash, and purge to near extinction the Hellwalker clan.
Did I create some kind of plothole? Feel free to discuss it...I still not processed entirely the whole ending of your campaign
Finding them is a reward for exploring despite the hard situation you are in. Fun fact: the first version was almost boring. @trycex managed to destroy two of the bases in the early version (so I had to scale the attacks up a bit)You hide some useful items on the map, but it was hard to belive, that you was expected the player to discover the map(in some precent) in a very defensive situation
The boss fight thing - 4-5x re-heal by Gash - is happened before cinematic, and I don't know why it occured. After the cinematic, it is straight forward, it going to be end.You got it
You mean the Dragon hero? She is actually meant to be an intelligence hero with an AoE spell and a stun. So she is not a tank at all, but more a damage dealer in the background.
Did this occur before or after the cinematic in the Shimmerzone?
That is the irony of it. You are going to hate Gash through the whole campaign. In the end you finally get the canche to kill him and then it is no fun anymore
Did I create some kind of plothole? Feel free to discuss it...
Finding them is a reward for exploring despite the hard situation you are in. Fun fact: the first version was almost boring. @trycex managed to destroy two of the bases in the early version (so I had to scale the attacks up a bit)
No, no, no... what I mean is the Fulbolg hero, from the fulbolg faction btwYou mean the Dragon hero? She is actually meant to be an intelligence hero with an AoE spell and a stun. So she is not a tank at all, but more a damage dealer in the background.
That is not a bug but a fail-save. You are not supposed to kill Gash, he is supposed to almost kill you with his bodyguard. After the cinematic, the fail-save is removed.The boss fight thing - 4-5x re-heal by Gash - is happened before cinematic, and I don't know why it occured. After the cinematic, it is straight forward, it going to be end.
Is it not researchable? That could be a mistake from my hand. It was a last-minute add (also an idea of Trycex btw) and I thought I had implemented it correctly, but no... I will make it right in the next update.It is forgotten in implementaiton for reason, or just a pure accident that players can't get this?
Now I see what you meant. I will see if I can change one or two of his abilities (I do not want to change all of his skills, because the AoE is needed as well).No, no, no... what I mean is the Fulbolg hero, from the fulbolg faction btw
Hi Lord_Of_Outland! Glad you changed your mind and liked it. Small spoiler: I am planning on working to an Human sequel after this (as well as reworking part one). As long as I enjoy making these campaigns I will continue.Very good campaign indeed, it seems a lot effort has been made to create her, she is much better than previous part. When i played i first think i will not like her but in total after some hours of gameplay i am change my mind. Very good work, hope your work will be approved and you will continue to release future campaigns as that!
I mean, the "Improved Craftsmanship" was available for the computer controlled AI for a while(Part 2 only), but even on the last playable chapter of Part two: the Hellwalker clan didn't use it as well - if my memory serves me well -.That is not a bug but a fail-save. You are not supposed to kill Gash, he is supposed to almost kill you with his bodyguard. After the cinematic, the fail-save is removed.
Is it not researchable? That could be a mistake from my hand. It was a last-minute add (also an idea of Trycex btw) and I thought I had implemented it correctly, but no... I will make it right in the next update.
Now I see what you meant. I will see if I can change one or two of his abilities (I do not want to change all of his skills, because the AoE is needed as well).
Hi Lord_Of_Outland! Glad you changed your mind and liked it. Small spoiler: I am planning on working to an Human sequel after this (as well as reworking part one). As long as I enjoy making these campaigns I will continue.
Thank you!That's will be very good sequel i hope. Wish good luck and patience)
The upgrade is supposed to work only for the Fairsight Clan.I mean, the "Improved Craftsmanship" was available for the computer controlled AI for a while(Part 2 only), but even on the last playable chapter of Part two: the Hellwalker clan didn't use it as well - if my memory serves me well -.
The Ice Tower is not that strong, but the Glaive Tower is not that bad, isn't it?The towers -Frostfang clan- are weak
I suppose the orcs are not used to being the pig...If the piggies from the fairy tale are building these kind of watch towers against that wolf, I tell you: The wolf gonna be the winner, because he blow the hell out these towers for sure.
Hi Snowleopard! Does this happen after you defeated all rounds of units (when Gash joins the fight himself)? Because then you are meant to let yourself being defeated (kind of unusual, I know)i think there a bug when facing gash he just heal himself whenever i drop his health below 30% i try to wait but he ust keeping heal no matter what i do
The Ice Tower is not that strong, but the Glaive Tower is not that bad, isn't it?
That was a lot of words for an answer . I do not mind it if you say it to be honest. It gives me the chance to reflect on the campaign, which I can use to improve the sequels. I cannot say I will change all of those towers, but I will consider it (making the Rock Tower buildable right away is a nice suggestion).Spoiler: So now, we talk about towers!
This is a good example. The Hellwalker Clan is a pretty OP faction (their regular units, air units and siege units are strong. Besides, their casters aren't weak either). Making their static defense slightly weaker creates some balance in my opinion.ou can't leave behind these towers, because air units can easily pick them one by one
I actually like the suggestion!If you want to replace the Bell Tower.: Bell Tower
I did not get it fixed. It is probably a standard setting in the editor for the sacrifice ability (or I am a complete noob)I send Maulers into the Mutation pit and I making shades during the process, but in result I get Maimers.
I think this is caused by the same problem as the aforementioned one. See above.The Mutation Pit has only one upgrade for the Maimers: Smash. During the research process, I can send Maulers to mutate into Maimers, stopping the research,until the unit was mutated into Maimer.
You need to clarify this for me. It is not autocastable, is it?
- I discovered that Necrolyte "Raise Skeleton" ability is not toggleable, like the "Raise Dead" in the Necromancer.
Thanks! I will try this one if the others do not function.Alternative for WCII pigfarm: OldSchool Orc Farm
Yes, it's about autocastable-ing the spell. If you are making autocastable, please make those yellow lines on it, like on the Necromancer spell. I leave this here, for example:You need to clarify this for me. It is not autocastable, is it?
This is a good example. The Hellwalker Clan is a pretty OP faction (their regular units, air units and siege units are strong. Besides, their casters aren't weak either). Making their static defense slightly weaker creates some balance in my opinion.
That was a lot of words for an answer . I do not mind it if you say it to be honest. It gives me the chance to reflect on the campaign, which I can use to improve the sequels. I cannot say I will change all of those towers, but I will consider it (making the Rock Tower buildable right away is a nice suggestion).
The reason why some factions have some weak spots is because I want them to be their own unique strong and weak points.
It is good you pointed this out for me, because I was not aware it was autocastable at all. It is added to the list.Yes, it's about autocastable-ing the spell. If you are making autocastable, please make those yellow lines on it, like on the Necromancer spell. I leave this here, for example:
I do not think I will add the ground attack option, but I do think I can change some armor etc. Just to make some towers have more survivability.I writed down the facts about the towers, and some of them are suggestion, but only when you see them as a suggestion.
Hi Rennathrim! Thanks for the feedback and rating. Glad to hear I have some potentialI haven't played the first part, although I must commend you on the very visible difference in quality between the two versions, you have potential as a creator.
Thanks! Making the characters was actually the hardest part of making the campaign, so I am glad you liked them.particularly liked the story of the mission (good job on writing characters that actually felt real)
I agree with you on that. My skill level is not that high, so I decided to first finish this campaign (considering the amount of improvement between part one and two). Bu tthe mission are pretty straight forward, both for the player and the creator.The campaign didn't offer anything...special in terms of missions
This is a known bug which I couldn't fix. I posted it under 'known bugs' in the promotion of the campaign. Thanks for notifying anyway.One thing I remembered whilst writing this, I had started the first mission twice, the first time, I had only advanced a little bit because I had to log off and forgot to save, but I remembered having the Healing Rain(?) spell I think in Fairsight's spellbook, if its not called that then i'll just call it the vanilla tranquility spell. However, in the second run, the tranquility spell was nowhere in his spellbook. Idk if that was a bug or you somehow managed to code it so that the spells are random each run. But basically, there was the Devour Magic spell, which was always there and the Tranquility spell in the first run, and in the second run there was only the Devour Magic and Lightning Bolt spells.
That map has a long history of crashing (which I thought I had fixed). I have played the map several times in many different ways until I did not encounter them anymore. To be short, I do not know what causes it. But if more people encounter crashes too, please let me know.the game simply just crashed
I will fix that.it felt weird having the Ashenvale trees be immortal and the Lordaeron Fall trees have regular tree HP.
I know he is OP, but he is meant to be it. Feel free to think otherwise, it is a difference in what you like about gameplay.80% cleave with life-steal is...too strong imo
That is something I need help for. English is not my native language (as you might have guessed). Any idea where I could post a thread for help? (To avoid posting in the wrong place)owever, your grammar definitely needs a re-touch, as there were many instances throughout the campaign where you either forgot words to add, or the sentence was incorrectly formed, or some words were wrong.
Thanks!Final rating, 4 stars for the effort and improvement you've done compared to the first part.
That is something I need help for. English is not my native language (as you might have guessed). Any idea where I could post a thread for help? (To avoid posting in the wrong place)
My suggestions from my perspective, and opinion, after many facts I said:I do not think I will add the ground attack option, but I do think I can change some armor etc. Just to make some towers have more survivability.
That map has a long history of crashing (which I thought I had fixed). I have played the map several times in many different ways until I did not encounter them anymore. To be short, I do not know what causes it. But if more people encounter crashes too, please let me know.
Please merge your post by editing your previous one, adding this. Double posting is something that I don't want to joke.Okay so, I replayed the fading starlight mission. Thankfully and also weirdly, I managed to do it in one run, without any issues whatsoever. I don't know why it didn't cause any issues now, as I played it in the same exact way as I played it originally, which was helping the Ogre-Troll clans in destroying the royal army and night elven base to the south-east corner of the map (although this time I didn't touch the sun elven base in the south-western corner of the map as the Fairsight Clan managed to kill them before I even touched them). Then I simply besieged the city, rushed for the elite side quest and then destroyed the first druid base at the bottom of the city, then ran to the furbolgs (which I noticed that they have some form of unit that is invisible, as in its model doesnt work. That unit I think is a flier judging by the projectile's height that they were shooting, if its helps, they were shooting the Troll Batrider projectile). Then I went for the church's base, did the secrets around the map, went for the gray base, then the last sun elven base and finally went for Cynrus' base (why the hell does Cynrus have 100+ attack damage?!).
I'm glad I managed to get a full run of the mission without any issues because as I thought initially, I would enjoy the heck out of it. I'm surprised at how useful the allied A.I was, as they even managed to destroy two entire bases without my help at all, and I like how it encourages you to attack with the AI in the early game to get some good expansions.
Oh, now that I remember, I did run into one other issue and that was with the Arch Druid's bossfight. Because I already had knowledge from my previous run, when the portals opened up, I immediately rushed the two right portals so that I can stop the unit summoning, however, it didn't work. The units were constantly being summoned until the last phase of the boss, but only the units from those specific portals, the last two portals I had destroyed a few seconds after they had finished their animations. And note; it was only the human/sun-elven units. Also, you should add some kind of hint like Gorfax saying that they need to destroy those portals, because in my first run of the boss fight, I thought that the portals were a timed event, not a "destroy the portals to proceed".
P.S The Blood Orc Iron Mill, whilst the tooltip is just fine, the actual unit's name is not visible, or just doesn't exist.
Overall, good mission, just needs those tweaks as far as I'm aware.
With the review, or the one where I say I'll replay the mission?Please merge your post by editing your previous one, adding this. Double posting is something that I don't want to joke.
With your Today 12:16PM post here, please. After merge, please delete this and the other post. Only one post at the time.With the review, or the one where I say I'll replay the mission?
It did not annoy me. Thanks for clearing it out for me. I did not know it was possible to discuss this many about towersI swear, this is my last words about towers, and I'm done with it. Sorry if I annoyed you.
I am afraid it could become one of the in-game mysteries of Part Two.I don't know why it didn't cause any issues now
You could not see the Owl Riders? That did not happen when I played it, and I did play the map (too) many times.which I noticed that they have some form of unit that is invisible
Good idea!Also, you should add some kind of hint like Gorfax saying that they need to destroy those portals, because in my first run of the boss fight, I thought that the portals were a timed event, not a "destroy the portals to proceed".
@HuanJuan already told me this. Thanks anywayThe units were constantly being summoned until the last phase of the boss, but only the units from those specific portals
It does exist, it only doesn't show up. Another known bug which I spent a lot of time on without fixing it.P.S The Blood Orc Iron Mill, whilst the tooltip is just fine, the actual unit's name is not visible, or just doesn't exist.
No, I could not and neither were they targetable, had to attack move to get rid of them, so it was the typical "missing model" problem. Maybe my version of the game has something to do with it, which is 1.31.You could not see the Owl Riders? That did not happen when I played it, and I did play the map (too) many times.
I found that the Blood Orc Crossbowman (Brute) has a problematic portrait: His head is not moving, and even when you hear it speaking when you order to do something, his mouth does not moving. So, in this map: Fel Orc Adventure It has a functional portrait. So, check it out, if you want to import that into your campaign.It did not annoy me. Thanks for clearing it out for me. I did not know it was possible to discuss this many about towers
I am afraid it could become one of the in-game mysteries of Part Two.
You could not see the Owl Riders? That did not happen when I played it, and I did play the map (too) many times.
Good idea!
@HuanJuan already told me this. Thanks anyway
It does exist, it only doesn't show up. Another known bug which I spent a lot of time on without fixing it.