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I wish it could be a more convinient system adding sound effects to map without creating a permant loop for the whole map.

I do not think it was intended to add this kind of terrain in a map
 
Hi! Long time, no see.
I was just popping in to this thread to say that I am very impressed by the work so far on the campaign, but I also wanted to suggest that I think the idea of the campaign giving an explanation for the Archon Undead would be really cool. It doesn't have to be a big thing- it could just be a small comment by either an Archon NPC or Nekron explaning why, but it would flesh out the lore nicely in my opinion.
 
Hi! Long time, no see.
I was just popping in to this thread to say that I am very impressed by the work so far on the campaign, but I also wanted to suggest that I think the idea of the campaign giving an explanation for the Archon Undead would be really cool. It doesn't have to be a big thing- it could just be a small comment by either an Archon NPC or Nekron explaning why, but it would flesh out the lore nicely in my opinion.

Great to see you back again.

I think I can add a scene about undead Archons something from Nekron, it could be a small scene of lore context within the 3B scenario. Could fit very well with the whole scenario with Archons countering their undead counterparts.
 
The scenario of 3B will be completed most likely by the end of the week. The scenario has around twenty scenes while half of them already in the game.

Two in-game screens from the 4th layer the "Depths" which is a special underground layer. Very much needed for this map with its content. Stay tuned for a conclusion of the scenario :)

20190527212526_1.jpg


20190527212538_1.jpg
 
Without further due, the scenario 3B is ready for playtesting. I have not tried it myself, but the map should be either hard or very hard. There are absolutely no cities, for the players in the beginning so for 60 turns it's a commando mission exploring style and face whatever you may find.

One note is when players use "hein" their way throughout previous scenarios it will display the mission debriefing for scenario 3A. The reason for this is because you actually bypass the activation script for its mission page. I set the campaign to have 3B unlocked for playtesting only and upon completion of the campaign, it will be set to be a "false" like it's normally should be due to the choices from the previous scenario-

The default debriefing is 3A and the alternate debriefing pages only occurs when players arrive at nexus core. So do not be surprised by the outcome reading about icy areas.
 
So, with the creation of 3C which is terrain-wise complete revamp of a classic AOW I mission.

The problem with this map has been to find a solution to the different map sizes in comparison to the old game. The hexagons are shifted in some degrees which means the map is angled differentially in comparison to AOW III. The map has been remixed thus meaning there are new elements on the map, but the map is quite exact to the original campaign map thanks to the Decodence set.

I wrote 15 scenes for the 3C scenario that is initially dialogues that is related to the story. One mission intro page and one mission outro page that follows after the scenario is completed.

In total every scenario have their mission descriptions, intro and outro pages completed. Which means the only things I will add later is the required text changes and related bug fixes. I will not add anything more myself as it's not required unless it's by a certain request and by necessary addition to improve the story.

This should essentially conclude my progress regarding the campaign thus completing it when I'm finished adding the last scripts, quests, balance, bug fixes and small details e.t.c
 
Scenario 2 (continued)

Fourth playthrough: with the new files (07/06/2019), it's impressive how things are different as compared of last time!

1) Quest concerns:
  • Quest: Search the area
    • Subquest: Stop Werlac
      • Desc: "Werlac" -> it's WIP, isn't it?
    • Subquest: The old bridge in the south
      • Desc: "There is rumour that someone has destroyed the bridge" -> Who's spread this rumour if the town is abandonned and we haven't met with anybody yet? Besides, I'd suggest to use the SE memory of the location: "There used to be an old bridge in the south; perhaps the survivors went to it?" + adjust message when our units climb the tower.
  • Hunter's message: "The largest force moved to the northwest" -> "The largest force moved to the north past the Twin Peaks" the teleporter is NE to the city, and N to the hunter.
  • Quest: Investigate the realm: it's displayed twice, Meandor's subquest is added after Meandor's message but before Meandor's war declaration and subsequent attack. Better see the screenshots.
Suggestion: as for first point, regroup all the subquests under but one "Investigate" quest; as for the second point, add subquest only after Meandor attacked. (subquest is: "Meandor attacked?")

  • Quest: "The old forts". It's ended when both garrisons are dead, as it seems. However, as they are mobile and hostile, you can kill them without conquering the forts (they rush out for you) and still, you fulfiill the quest.
  • When this quest is ended, you get Werlac's message about faith. Typo: fulfil -> fulfill. However, when you lose the game (wherever it is), you get the very same message: "I see you survived, for faith is on your side. The Archons seized my power over the portal. Faith will not be so promising anymore..." Obviously this refers to the northern teleporter within the pentagram and leading to the Archon's cache, and this shouldn't be displayed when the player loses the game.
  • Upon reaching the southern bridge, we still have the same dialog with several errors (or else, it's an English dialect I wasn't taught in):
"We discovered from the other side of the bridge _had been broken into parts..."
"Unoras and Werlac _was_ behind this (...) the were going _delay our forces"
"We should proceed and _they on your guard!"


2) Bug related to Shadow Realm assets:
  • Obelisk of Life: "Blesses all other living creatures..." -> meaning?
  • Status: !-Disrupt Equipment-! -> is the same as the spell; replace by !-Disrupted Equipment-! (description is fine however: !-This unit suffers...-!)
  • Heart of Shadow: flashy pinky hue not fixed.
  • Shadow Weed Decoction as a battlefield enchantment: icon is a bland, white disk.
  • Archon Saint is not Devoted to Good nor has she any preferred terrain (T1 Archons prefer fertile plains and are Devoted to Good).
  • Magic Rift: missing prop in tactical mode (looks like a 3-hex unpassable, see screenshot).
3) Balancing:
  • Around T62 (perhaps (much) earlier), Urlington was taken by roaming elementals. I never saw Unoras forces, past the southern draconian town.
  • Now that Tren can developp; I know better what it is to fight against a warlord+sorcerer combo: Siege of Terror + Bad Omens cast on your capital means -1000 moral, and Bad Omens takes 3 tries to dispel. This occurs form T120 on, each time both Werlac and Tren come around Gladenis (thanksfully, they never attack jointly). As a result, I lost more than a stack of deserting archers, T1 and 2 siege machines. This means delaying expansion to the north further.
  • On T120, I retook Urlington from elementals. T150: Herosia captured and razed through Scorched Earth. T151: Rushing to take Sean Nifalan, the Revenant Archon dwelling. But Tren is starting to use Dark Angel/Manticore/Flying Draconian combo and will soon take my capital. It's the beginning of the end. By T164, Werlac has retaken Sean Nifalan (I forgot to raze it when I could), and Tren's forces are impressive between my capital and Rozia Krantzer: 3 Dark Angels, 13 Manticores, 6 Warbeasts, 4 Phalangists, 4 Flying Draconians, 2 Shock Troops (that is, the remnant of last wave plus the next one). I've already killed about this number and type of units, but always during sieges and not as massed as they are now. I'll need to reload around T140, sit at my capital and spamm monsters. with 1000+ stored mana, I can afford it.



On the Old Fort screenshot, you see that the site is still uncleared.
On the Magic Rift screenshot, the missing prop is at the mouse's pointer.
 

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1) Quest concerns:
  • Quest: Search the area
    • Subquest: Stop Werlac
      • Desc: "Werlac" -> it's WIP, isn't it?
    • Subquest: The old bridge in the south
      • Desc: "There is rumour that someone has destroyed the bridge" -> Who's spread this rumour if the town is abandonned and we haven't met with anybody yet? Besides, I'd suggest to use the SE memory of the location: "There used to be an old bridge in the south; perhaps the survivors went to it?" + adjust message when our units climb the tower.
  • Hunter's message: "The largest force moved to the northwest" -> "The largest force moved to the north past the Twin Peaks" the teleporter is NE to the city, and N to the hunter.
  • Quest: Investigate the realm: it's displayed twice, Meandor's subquest is added after Meandor's message but before Meandor's war declaration and subsequent attack. Better see the screenshots.
Suggestion: as for first point, regroup all the subquests under but one "Investigate" quest; as for the second point, add subquest only after Meandor attacked. (subquest is: "Meandor attacked?")

Noted, I will see what I can do about those regarding text edit., I applied a new fix for those double quest headers. The quest activates two times and the mending of two subquest headers were apparently not successful.

  • Quest: "The old forts". It's ended when both garrisons are dead, as it seems. However, as they are mobile and hostile, you can kill them without conquering the forts (they rush out for you) and still, you fulfiill the quest.
  • When this quest is ended, you get Werlac's message about faith. Typo: fulfil -> fulfill. However, when you lose the game (wherever it is), you get the very same message: "I see you survived, for faith is on your side. The Archons seized my power over the portal. Faith will not be so promising anymore..." Obviously this refers to the northern teleporter within the pentagram and leading to the Archon's cache, and this shouldn't be displayed when the player loses the game.

I have not yet found the reason behind this one. It's an extremely strange message, and there is nothing pointing this would be the case

  • Upon reaching the southern bridge, we still have the same dialog with several errors (or else, it's an English dialect I wasn't taught in):
"We discovered from the other side of the bridge _had been broken into parts..."
"Unoras and Werlac _was_ behind this (...) the were going _delay our forces"
"We should proceed and _they on your guard!"

I will see what I can do about those ones

3) Balancing:
  • Around T62 (perhaps (much) earlier), Urlington was taken by roaming elementals. I never saw Unoras forces, past the southern draconian town.
  • Now that Tren can developp; I know better what it is to fight against a warlord+sorcerer combo: Siege of Terror + Bad Omens cast on your capital means -1000 moral, and Bad Omens takes 3 tries to dispel. This occurs form T120 on, each time both Werlac and Tren come around Gladenis (thanksfully, they never attack jointly). As a result, I lost more than a stack of deserting archers, T1 and 2 siege machines. This means delaying expansion to the north further.
  • On T120, I retook Urlington from elementals. T150: Herosia captured and razed through Scorched Earth. T151: Rushing to take Sean Nifalan, the Revenant Archon dwelling. But Tren is starting to use Dark Angel/Manticore/Flying Draconian combo and will soon take my capital. It's the beginning of the end. By T164, Werlac has retaken Sean Nifalan (I forgot to raze it when I could), and Tren's forces are impressive between my capital and Rozia Krantzer: 3 Dark Angels, 13 Manticores, 6 Warbeasts, 4 Phalangists, 4 Flying Draconians, 2 Shock Troops (that is, the remnant of last wave plus the next one). I've already killed about this number and type of units, but always during sieges and not as massed as they are now. I'll need to reload around T140, sit at my capital and spamm monsters. with 1000+ stored mana, I can afford it.

Is the map too hard or too easy?

I will also fix the explored Archon forts
 
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  • Obelisk of Life: "Blesses all other living creatures..." -> meaning?
  • Status: !-Disrupt Equipment-! -> is the same as the spell; replace by !-Disrupted Equipment-! (description is fine however: !-This unit suffers...-!)
  • Heart of Shadow: flashy pinky hue not fixed.
  • Shadow Weed Decoction as a battlefield enchantment: icon is a bland, white disk.
  • Archon Saint is not Devoted to Good nor has she any preferred terrain (T1 Archons prefer fertile plains and are Devoted to Good).
  • Magic Rift: missing prop in tactical mode (looks like a 3-hex unpassable, see screenshot).

Obelisk: what don't you understand? The "other" or something else?
About Disrupt vs Disrupted (ability vs status), I agree but it's not a priority so I don't note it for now.
Heart: known issue (but I think it's fixed in the dev build).
Shadow Weed Decoction: known issue, see first post here: https://forum.paradoxplaza.com/forum/index.php?threads/shadow-realm-–-closed-beta-tests.1119321/
Archon Saint: I add it to the list.
Magic Rift: to confirm if it can be reproduced on other Magic Rifts
 
Magic Rift: it's confirmed on another site (this one being the SE one, near easternmost bridge) (see first screenshot). Note that I already reported a similar 3-hex unvisible prop on the War Camp map, if it helps. Shifting sands?

Disrupt/Disrupted: apparently is was already fixed (look at the dev. thread): Are you sure I'm testing the right build? (+ Heart of Shadows' visual + Crystal Tree still granting no MCU (see third screenshot))

Obelisk of Life: I don't understand the "other" part. I would understand "Blesses all living creatures" as affecting any allied, neutral and enemy living units alike. I would understand "Blesses all other living creatures" as affecting neutral and enemy (else allied) living units, only if it woud be preceeded by a sentence about an effect affecting only allied (else neutral and/or enemy) units. E.g. "Curses any living enemy units. Blesses all _other_ living creatures." (Currently, it affects undead units and "all other living units")

Message at southern bridge: I understand current message as follow (please, correct my English)
"We discovered from the other side of the bridge that it had been broken into parts..."
"Unoras and Werlac were behind this (...) they were going to delay our forces"
"We should proceed and be on our guard!" or "We should proceed carefully, they should be on their guard!" (remember of some tricks, further)

Game difficulty: it's difficult to tell, given the way I play (not really rushing) and my tactical level:). You want to have a challenging campaign, right?
After a reload, I waited for Tren's onslaught at my capital instead of rushing toward Werlac's Herosia and the Revenant Archon dwelling in the southeast. I also destroyed the last remaining Magic Rift on this side of the map to reinforce my capital with one resource fort's small garrison.
My defending army: 3 stacks of: archers/hunters/storm priests, one shaman, 2 spider queens, 1 king electrical serpent, 1 ballista, all mostly champions (+ leader).
Tren forces at T152, T156, and T159 (3 attacks): 5 Fallen Angels, 17 Manticores, 4 Flying Draconians, 4 Warbeast, 2 Beetles.
Result, at the end of T159: Tren's forces destroyed. My forces destroyed, but 2 champ.4 King Serpent and Queen Spider. Fighting at -400 Morale (Ten's Siege of Terror) is not convenient. I believe that if I had a spare couple of armies, I could march on his first city now...
Is this outcome normal? I would say yes, given my skill (I try to replay these turns, though).
Now, Werlac's next army is at the attack teleporter, just slightly powerful than the previous one: 2 Titans, 1 Wraith king, 3 Griffon Riders, 2 Unicorn Riders, 2 Adepts. Should has been an easy task, but now with 80% dead leader + 2 T3/T4 + 1 to-be-produced archer?
My remaining forces now are two stacks with Guevara at Urlington, still lacking the punch to attack the Storm Sisters at Herosia (including a Queen Spider), 2 stacks of frail T1 Archons (+2 Magic User), half a stack at the Draconian city, and half a stack at a resource fort (3 champs, including a Spider Queen).

In short, I'd say that, given that we are at T160 and that neither Werlac and Tren did lost any city yet:
- Werlac is still manageable, be it in numbers, unit types, and spells. He now has researched the static attacks for supports, and cast Bad Omens prior to attack. He can cast a Disintegrate spell on a King Serpent (only if there is nothing to dispel on it first :cool:).
- Tren on the other hand is hard: it's a four city developped warlord now. He casts Siege of Terror, starts to be heavy on T4, but the worst offense, by far, is that @#$! "Ritual of Malediction" that is cast at the beginning of each siege: every single unit in his armies now has two more abilities, such as Call Lightning, Petrifying Gaze, Spit Fire, Regrowth, Shadow Step, Naga's healing, whatever... (looks like a twin of Mutations).
- Tren seems much more potent than Werlac, at this point of the map. Who is he, by the way? Werlac's mercenary?
- On the economic side, I've produced too much units (although no T2 melee units yet), and can't resupply my armies between attacks as fast as they fall (around +100/150 gold income with all resources in the East). I shouldn't have produced these Archons, to keep focused on SE.

Shadow Elf City map:
Just a question, is the color of the roofs correct? They are either purple or yellow. (second screenshot)
 

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I updated several of the Rodmar discoveries for Scenario 2

- Tren seems much more potent than Werlac, at this point of the map. Who is he, by the way? Werlac's mercenary?

Well, to be fair it's sort of true that he is a Werlac mercenary. I never wrote a background for him, so I did and updated his quest background.

"Tren, a fanatical Shadowborn lackey who obeys a higher cause and believes highly of conspiracies. His darker beliefs could reveal to be one of Werlac's strongest faction members. Judging by the internal slavery can foretell that Tren, has strong evil personality and harsh tactics. Unfortunately, this Draconian warlord cannot be spared judging from his mental state."

Aswell has both Unoras' and Werlac's quest backgrounds been updated. Following the lore closer, thanks to the original campaign lore found inside the Eternal lord's documents.

Regarding game difficulties, it has a place between harder than "Eternal lords" and the first scenario of "Golden Realms" set to "Expert difficulty" in the campaign selection. If this takes out the fun, I'm not sure yet. If it's impossible to beat for an average player, I may intend to activate the free units that only appear on "easy" selection of each mission to make it fairer for players who enjoy stories overall.
 
Hiliadan already explained why I find it difficult: because I don't rush and wait to develop both cities in the east. Moreover, I keep too many roamers' sites active to grin XP (lol). Playing like that, I find it hard to have enough gold to produce and maintain a sizeable garrison at the capital (enough to resist a 3-4 stacks of T3/T4 while being cursed by a -400/1000 morale penalty), plus little ones in the Draconian town and at one or two "resource collecting forts", plus 2-3 attack stacks based at Hurlington... Look, I've got 4 champion queen spiders and 1 champion king snake at T150, but I'm only beginning to produce SE melee units. All the time since the start, I went with archers, hunters and storm priests. With +100 gold a turn, I can't both replace my losses and assemble an assault army. If there's something you could do, if you should, it would be perhaps to add buildings in the capital from the beginning (instead of exagerating the number of accessible resource sites).

So, I don't say that it's too difficult, It's likewise the player who plays too... lightly. he has to be more focused.
 
Alright, I reloaded at T120, just before taking Urlington, and this time, I pushed forward, exploiting the AI's (blinded) eagerness to attack my capital, the way it has to concentrate its forces only close to its target, and the occasionnal splitting of town defenders. It took me 20 more turns to kill Tren and disable Werlac. I kept Unoras alive to grin a little XP for my T4s, while entering the second layer.
T120: Urlington, T125: Herosia, T128: Sean Nifalan (Keller Curast retaken), T130: Tondor, T131: Beriad, T134: Rozia Crantzer & Sella Fra, T136: Ksauria (Keller Curast lost), T137: Yvan Riada, T138: both Unoras and Tren are sent to the Void, T140: Krondor Thar (Tondor retaken) - Tren vainquished, Meandor at my capital.


AIs and trespassing
Note that taking Tondor from Werlac seems to have two consequences: both Unoras and Meandor wake up, as if they were reluctant to enter Werlac's territory without some script telling them to do so. Also, Unoras's (?) Urlington is occupied by Independents (Elementals). This can be explained by Unoras not willing to send troop through Werlac's territory.
Also, the diplomatic screen states that Werlac, Unoras and Tren are "at peace". I guess that I would have had a much harder time should have they been allied, but doesn't this explain that?


Tren and slave cities
The destruction of Rozia Crantzer and Sella Fra now works as intended: they occur one turn after both cities are taken (note that as I took them in a single turn, I'm not sure if "both" is required). But the player is still credited the razing! I suffered a -300 Alignment penalty for Tren destroying his own cities (through a script). As I already razed Sean Nifalan, I had to vassalize all the other cities in order to gain my Archons' trust, hence the long delay before entering the next layer.


Discovering Meandor
Syrdan entered one single hex into Meandor's lands in the NW on T140 (by a fort). At the same time, awaken Meandor was besieging my capital. On T141, both the fort's garrison and Meandor attacked their targets and were destroyed. Moving to another hex into Meandor's lands triggered the long dialog with Meandor.
- I'm not sure if you can prevent talking to someone who is in the Void (even if needed).
- the dialog is a bit unclear as to what gate was closed/is now open, what about Unoras's lands, and there are still like replacers. Also not being fluent in English, I can't distinguish between grammars and old forms of English. Nonetheless, I understand that I can now use the Shadow Gate.
- the quest "Discover Meandor" is not won after the dialog ends.
- Meandor is still at war with everybody, but don't seem to be very active for turns. Shouldn't he be at peace with the player from now on?


Stop the Treator Unoras
After Tondor is captured, Unoras can resume its attack and leads two stacks to Tondor and then to Gladenis.
On T138, he his sent into the Void as he fails in front of the walls of Gladenis.
Then, the quest "Stop the Treator Unoras" is won. It's even before I trigger his trap. Why not testing his final defeat instead?
Could the fact that I haven't defeated Unoras yet explain Meandor's odd behaviour? (as described below)


Unoras's trap
It works as intended, with more high tier units this time (8L/14H/11B/3). Triggering it at T149 after Tondor is vassalized, Grevara (+ champ. Queen Spider + 2 champ. Archers) could retreat behind its walls along with 1.5 stacks of allied independent T1/T2 SEs. Did I play smart? Is there a bug? All 6 enemy stacks attacked Tondor on T150, but one by one. I had a full CP pool, I lost nobody (Grevara's Guardian Flames on the most wounded archer, each battle). On the other hand, it was boring, passed the initial thrill.


T164: Slightly Good aligned (after vassalizing then buying all captured cities but Urlington and Herosia).
T167: I captured Meandor's city of Avira Reloza, just to see and it was destroyed by Scorched Earth.
T168: All researches completed. All sites explored but 1 Shadow Demon and 3 War Camp. Got Summon Obsidian Dragon. A scouting animal enters second layer and triggers the dialog. I love when time is (apparently) short and my armies are a few turns away.
T171: Unoras's next attack on (absorbed) Tondor is dismissed (one attack every 10 turns): 3 Exalted, 1 Evangelist, 2 Altars, 3 Charioteers (still manageable with 3 T4 (Horned God, Obsidian Dragon, Queen Spider) + archers + support).
Sydran is in the Realm with 11 champ. and 3 elite units, of which 1 Obsidian Dragon, 2 King Snakes, 2 Queen Spiders. Grevara with Obsidian Dragon and siege machines on her way near Yvan Riada.
T172: Meandor captures Krondor Thar in the NW.
T173: Grevara sends Meandor into the Void. First elemental army destroyed. Another one spotted.
 
I have a slight feeling still that you're playing an older version of scenario 2. There are several indications that point towards this in your post.

Especially the pictures from recent posts held some none updated map additions. Secondly, the self destruct triggers should actually fall back on Tren and not Sydran. They have been looking like this for a while now.

HexWorld:GetScriptingS():CityRaze("GOBLINPEN", "TREN")
HexWorld:GetScriptingS():CityRaze("ORCPEN", "TREN")

Secondly, when entering the Meandors base he should declare his alliance to you when you reach his outer fort, which did not work earlier but should now unless there is something fishy going on.
 
I see. I still have sites that still don't grant MCUs as well. My version of SW-02.cam is dated as of May 19. If I get the newest files, could I resume the testing from where I stand, or from a reload before entering Meandor's domain?

Tomb
Near Tondor, a Tomb site looks as usual and grants the usual MCU (Crypt of Unlife). However, in the ToW, it refers to a Syrian Tomb (and there's actually two Tomb entries). That should be the SR version of the Tomb, but it's nowhere to be seen on the map.

I have other bugs and will post them in the SR thread.

I just want to add that, concerning the difficulty, what had crippled me was the lack of gold (though I could have compensated with more invocations). The moment I constructed forts to reclaim each resource site and I captured other cities, I could both offer to develop those towns, and keep pumping out draconian siege machines and flamers.

Also, as a note, there's a nice choke point just south to Beriad that saved Grevara, two champ. units and a baby snake when Unoras rushed out with altars, evangelists and umbral weavers. The A.I. would have been forced to attack with but a single stack, and although already between Tondor and Beriad, eventually chose to go for Gladenis instead. That's too why choke points are, I guess.

To make an idea of how fared my economy, here is an exhaustive roaster of my units at T132, when Grevara was at Beriad, and Sydran concentrating to take over Tren's.

(e: elite, c: champion)
East:
- Gladenis: 1 c Queen Spider, 2 e Storm Priests, 4 Ballistae, 2 Infused, 1 T2 Animal, 3 Draconian Flamers (2e), 3 e Hunters, 1 Archer.
- Derismentat: 2 c Hunters, 1 c Golem, 1 e Engineer. Now pumping out Ballistae, Trebs, Flamers, Elders, Hunters.
- resource fort: 3 various archers, 1 baby spider to level-up.
West:
- Urlington: undefended. (developping to produce elite cavalry)
- Herosia: 1 c Archer. (developping to produce a few stylite HE pikemens and longbowmen)
- Beriad: Grevara, 1 c Hunter, 1 e Draconian Flamer, 2 baby animals. (future main HE producing town as it has a Heart of Shadows, a Focus
North:
- Keller Curast and northern cache: undefended.
- Sydran's army (en route to Rozia Crantzer): Sydran, 1 c King Electrical Snake, 3 Queen Spiders (2c, 1e), 1 e Shaman, 3 c Storm Priests, 1 T2 Animal, 2 Archers, 1 Draconian Flamer.

Production sites (as of T170):
- Derismentat: any Draconian (Flamer, Hunter, some Elders and Infantry), machines.
- Urlington: SE cavalry (Glass Armory). (no use for Touched as for now)
- Herosia: HE stylite pikemen, a few longbowmen to fend off Unoras.
- Beriad: future HE prodution town, as it has a Heart of Shadows, Focus Chamber, and Mithril Armory.
- Tondor: SE Infused (Fear Strike).
- Rozia Crantzer (rebuild): all SE supports (Storm Priests, Shamans, Umbral Weavers).
- Keller Curast: Archon units (1/2 stacks of T2/T3 units, more if need be).
- northern draconian towns: the occasionnal Infantry for their regeneration.
 
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Refineus, if you get some spare time and when you see fit (it's perhaps premature), I'd like to have a session for explanation and clarification in order to translate campaign's texts, at least unto scenario 2. Sometimes, I need a context, or examples.