This scenario should be moved to the Stronghold Crusader Economic scenarios! :-)
Just played the game in a very casual manner, and surprisingly won! I kinda forgot about the winning criterias until my castle was up and running, and that got me into a somewhat precarious situation regarding one of the natural resources. Luckily I managed to stock some of it before it was too late. Fended off some small - and a couple of big - invasions before I fullfilled the winning criterias.
Checked the scripting afterwards and was (triple) glad I finished "in time"! :-)
It's a very pleasant scenario that's not too hard, yet presents the player with a couple of "headaches" that cannot be ignored. The map looks good, and the resources are "spot on"!
Thanks for this nice treat, Ties!
Posted on 06/23/13 @ 03:00 AM
Moved to Stronghold Crusader: Economic Scenarios
Posted on 07/01/13 @ 12:40 AM
Thank you for a very playable scenario.
As you graded it 'normal' & I prefer more of a challenge, before I played it I increased the invasion strengths by 10-15%, made the win requirements 70 armour, 35 swords & 40 pikes & decreased the starting goods to 70 wood, 40 bread & 250 gold.
This made for a very enjoyable game, so I played it again, after increasing the requirements to 75 armour, 35 swords & 50 pikes with slightly larger invasions.
This time, although I was safely heading for Victory, it came unexpectedly early during the 1192 invasion and before my castle was completed.
Any idea why this happened? If you send me your email address to ghagu1 at gmail dot com, I'll send you the map + a save so you can check it.
The continuous hops weevil near the end was a bit annoying, but fortunately I had accumulated enough ale. Also, a Victory requirement is to kill all lions, but there aren't any.
I noticed the invasions from the north first started in the N.E. & moved to the N. signpost before invading. A carefully placed tower eliminated most of them before they even reached my castle.
I look forward to your next ecovasion (& will test it for you if you email it to me. I tested many of Sir_Vet's maps for him).
[Edited on 07/01/13 @ 04:56 AM]
Posted on 07/05/13 @ 04:57 AM
I'm not really happy with this mission.
On one side, it felt easy to me: from the PYOK beginning and for a long time. That is a matter of the style of the author.
But after this period, towards the end, the catch with the repetitive hops weevil appears like an unmotivated joke the player can't escape without preparations high enough by chance. There should at least be a loose condition timer to release him/her from enduring.
(Tree fungus is announced in a similarly penetrant way.)
For my feelings, the oases are made up of too much thick grass instead of more sparse vegetation in the transition area. Alse, there could be dome more modelling with the desert surface.
So I'd like to support the offer which riderwinz made to you. A playtesting process, meaning a dialogue, is an exciting phase.
Posted on 05/14/15 @ 11:43 AM
Great scenario, always keeping me busy ... in my first attempt I was focused on mostly recruiting archers and I failed ... then I concentrated on creating crosbowmen with a successful end! Though the permanently occuring hops disease was annoying and so I was lucky of having collected enough hops and ale in an earlier stage of the game.