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Update 3.14: New single player levels, etc.: 5/26/2016 16:48:36


master of desaster 
Level 66
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It took me 37 attempts to do it. Killing the south american AI in 5 turns was enough. Turn 4 is possible on rare occasions too. You will do it with luck and many, many tries
Update 3.14: New single player levels, etc.: 5/26/2016 17:03:39

why_amihere
Level 59
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Definitely needing some luck!

I've done 21 failed attempts so far, and I don't think I've ever killed South America in fewer than 6 turns. I've seen him in North Cono Sur or Bolivia a couple of times, but for some reason I have NEVER hit him on my first attempt (and obviously the Commander hits are always my first move).

EDIT: Just looked at the rest of the stats. You're still the only person to have completed it, and I've done more than half of the attempts on it that weren't you. Guess there won't be much advice out there yet!

Edited 5/26/2016 17:38:46
Update 3.14: New single player levels, etc.: 5/26/2016 18:02:31


Medium Rare
Level 28
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Thanks, why_amihere. I'll try that. This reminds me of a nearly impossible level in the old Risk II game.
Update 3.14: New single player levels, etc.: 5/26/2016 18:51:49


Aura Guardian 
Level 62
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Love the "created maps" page. Solves the problem of looking up what maps people made.
Update 3.14: New single player levels, etc.: 5/26/2016 20:42:54

M. Poireau 
Level 57
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Agreed. Looking up maps by mapmakers is a wonderful feature.

For World War 2320, we had a somewhat interesting thread here (with some screenshots):

https://www.warlight.net/Forum/154835-having-trouble-world-war-2320-boss
Update 3.14: New single player levels, etc.: 5/26/2016 20:59:27


Genghis 
Level 54
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Ffs answer my damn questions you spammers.

What about the single player levels thread by Mercer?

Why are most of the levels made by 2-3 people?
Update 3.14: New single player levels, etc.: 5/26/2016 21:08:30


Medium Rare
Level 28
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What a brutal hellish slog through 35 turns on my eighth attempt at WW2320. Glad that's over.
Update 3.14: New single player levels, etc.: 5/27/2016 02:06:16

why_amihere
Level 59
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This might be the closest I'll ever get to winning the final level, my 28th attempt: https://ctrlv.cz/iDbz

Supporting AIs were killed on turns 5 and 7, but I just couldn't deal with those damn spawned armies (the stack of 19 in South America was a 1 the turn before, so I attacked with a 5 and I would have had the Americas to myself if he hadn't spawned there!

Even though only 6 people are able to attempt it at the time of writing, I need help and these aren't exactly big spoilers. The boss spawned 7 armies on turn 4 (on top of my stack of 3, they don't fight, they just die), 23 on turn 7 (on top of his 1, killing it? I think it's usually 23 on turn 7 wherever it lands), 21 on turn 10 (on my 0), 60 on turn 13 (killing his 16?) and 35 on turn 16 (on my 0). All of the spawns are in addition to his normal income, seem to be set numbers (the same turn and quantity every time you play - although I haven't checked past the first 2 spawns), and they can't move on the turn they spawn (although if they land on top of his troops and I'm right about the killing his own troops thing, the number that was there before can move). They can be spawned on a territory the opposing team can't see, but I don't think they can spawn on a neutral.

I guess my questions are these:

1. Am I right to send the commander to South America to help kill that AI? I usually end up with him being hounded away to Africa by spawned armies and then he gets squished (although this time he made it all the way to Saudi Arabia for a change!). My alternative option is probably to have him help me expand in North America, Europe usually has too many troops to risk it.

2. Am I expanding fast enough in North America? I normally take NE USA on turn 5 (could take it on turn 4 by using 6 extra troops) and the rest of the USA a couple of turns later. When I tried taking it faster I usually got wiped out elsewhere or had a spawn in USA/Mexico which stopped me killing an AI, and I don't know if that's bad luck or the AI focussing on the biggest threat.
Update 3.14: New single player levels, etc.: 5/27/2016 03:39:41


Perrin3088 
Level 49
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am I the only one that found WW2320 to be pretty easy..?
It took me 2 tries, and once the boss didn't zerg rush me and ran along the western NA border, it was simple.. although it did take me 24 turns
Update 3.14: New single player levels, etc.: 5/27/2016 05:38:28

XDitto
Level 47
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I also didn't think WW2320 was hard. I actually beat it on my first try. I was able to dominate over the boss AI in America pretty easily, while using blockade to stop the other two AIs to enter America. Then I somehow managed to lure the boss out of America, and the rest is easy.

Though, I think WW2320 is somewhat more difficult than the old Europe challenge. For the Europe challenge, you can always win once you get the strategy. But WW2320 is a much more dynamic game which requires you to assess the situation all the time. You need to expand faster than boss AI, disrupt his bonus to prevent his growth, eat up the boss's trail to keep him in control, and block the choke points to defend against the other two AI. To win the game, you need to be experienced enough to strike a good balance between these. This is not easy for a newbie and I think this level is definite a difficulty spike for them.

Edited 5/27/2016 05:39:26
Update 3.14: New single player levels, etc.: 5/27/2016 17:49:02

M. Poireau 
Level 57
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I didn't find it difficult (I played it three times, and won each time), but it IS much more difficult than the other levels (even after it). It was the only one where I had to think much, so I enjoyed it. I'd keep that one and get rid of some of the others.

Here's a thought, and I'm curious if you agree:

* I'm not sure including Commanders in these AI-games is a good idea.

AIs don't know how to defend their Commanders. In ever scenario I've played so far (except for "the Boss", but he's not even a Commander, it turns out), as soon as I find/meet an enemy Commander, I can kill him on the next turn. That's not terrible interesting.

You can see this is in some of the ridiculously short runs on these scenarios (e.g. won in 5 turns).

I think that, if Commanders are to be kept in these levels, they should be made much stronger (like the Boss).
Update 3.14: New single player levels, etc.: 5/27/2016 17:54:36

M. Poireau 
Level 57
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Further thoughts:

You can see this is in some of the ridiculously short runs on these scenarios (e.g. won in 5 turns).

I think that, if Commanders are to be kept in these levels, they should be made much stronger (like the Boss). Removing them is also a good option. Alternatively, you could have Commanders ONLY for the player, if you want the player to learn about them.

A good example is the Europe level, where you Airlift armies for reinforcements.

In the original version, you had to give a lot of thought to production levels, whether to help your ally or attack your enemy, which bonuses to break, and so on.

In the new version, you just rush headlong until you find the enemy Commander and kill him. (And we already have a level about that.) When I played it, I only had time for one Airlift before I finished the scenario. Not half as interesting, in my opinion!

* Most of the maps are far too linear in the first half of the scenarios. This makes them easy as well as *boring*.

An example of a non-boring map/scenario is World War 2320, which is great. But many of the scenarios just before or just after are just a slog where, if you play competently, you just advance on every available front at every turn. There's not much to think about, which makes for a boring game.

I'd be curious to hear if a "beginner" agrees, however - it's possible that for a player starting out, the levels are quite challenging.
Update 3.14: New single player levels, etc.: 5/27/2016 18:29:39

M. Poireau 
Level 57
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Further thoughts:

The issue of AI and Commanders could be "fixed" by altering the AI code in a couple of simple ways.

1. When an enemy Commander is in sight, deploy a large stack (randomized, so as not to be too predictable) and attack early in the turn.

2. When an enemy borders your Commander, move away (as appears to be the current case) but also deploy a large defensive army to the Commander's territory. (In order to avoid being easily eliminated.)

That might be enough to make this work! It would teach players how to use Commanders better.
Update 3.14: New single player levels, etc.: 5/28/2016 18:06:28


Genghis 
Level 54
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Let's try this again :

Why are almost all the levels made by 2-3 people?
What happened to the creativity of the Single Player Levels thread?
Update 3.14: New single player levels, etc.: 5/29/2016 10:26:49


Waka 
Level 58
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Fizzer mentioned on a stream, 2 days ago i think, that all the current levels in use for the preview levels are made by himself, but he is open if you can create some sort of story around a specific nation all in single player levels that you should contact him if you have finished all of them.
Update 3.14: New single player levels, etc.: 5/29/2016 10:57:55


hedja 
Level 61
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Poireau bad idea, takes so much effort to completely eliminate each AI on every level. Especially the late levels are awful if there are no commanders because you have to take every territory on the map basically to get full elim. It gets so so so tedious it is a bad idea. Maybe changing code for defense of commander is an ok idea, but then the last level will become completely impossible (you'll see if you try it)
Update 3.14: New single player levels, etc.: 5/29/2016 15:41:28

why_amihere
Level 59
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The last level currently has a completion rate of less than 1%... It's impossible without stupendous luck as it is!

I think that's an argument for the last level to change, not for the commander AI to stay stupid. I had to take the entire map on many of the later levels anyway just because the commanders often hide in the corners.

Edited 5/29/2016 15:42:18
Update 3.14: New single player levels, etc.: 5/29/2016 15:46:18


Buns157 
Level 68
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But if its the last level it should be near impossible. Makes it more of an achievement if you complete it, while not stopping you progressing onto new levels since its the last.
Update 3.14: New single player levels, etc.: 5/29/2016 22:08:22

why_amihere
Level 59
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The problem I find with the last level is that it's almost impossible - not due to my lack of skill, but due to my lack of luck. I've now attempted it 40 times and can't be bothered with it any more - I'm tired of playing through the first few turns hoping the first boss army spawn doesn't land on troops I've just deployed to increase my income and knock out two bonuses at once, or my largest army, or on a choke point I was holding, or somewhere he can easily explode from, or... Then I have to hope that he doesn't deploy so many more armies on the spawn point that I can't contain it, all the while hoping to kill the first enemy commander by turn 4/5 and the second by turn 7/8, which involves relatively blind guessing as to where they might be (especially for the second one in Europe) and then even more luck on turn order (if you attack before the enemy commander moves).

The old 'Insane' Challenge was incredibly difficult for a beginner (I probably played it 10-20 times before I won it - I did all the single player levels before ever really trying multiplayer), but at least once you learn how to do really efficient expansion, when to attack and when to defend, you've got a genuine 50-80% chance of winning the level. Just occasionally you'll get unlucky with the AI coming through somewhere too early or sorting out their bonus areas very quickly and you'll get overrun, but it's very much biased towards skilled players being able to win in conditions that are vaguely possible within the rest of WL.
Update 3.14: New single player levels, etc.: 5/30/2016 03:34:35


master of desaster 
Level 66
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Imo it would be sad if the level changed. I find it pretty cool and it took me 37 attempts to beat it. If the first 5 turns weren't very good, just restart

Edited 5/30/2016 03:56:45
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