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[[MegaGlest|MegaGlest's]] [[scenarios]] are not the same as regular games, as they can be [[Lua|scripted]], have set features, and can behave similarly each time.  The following is a list of playthroughs for people that have trouble with some of the hardest scenarios.  Think of it as a short 'strategy guide' for players.
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[[Glest|Glest's]] [[scenarios]] are not the same as regular games, as they can be [[Lua|scripted]], have set features, and can behave similarly each time.
 
 
==One Hope==
 
 
 
'''Please note: This strategy may no longer work in the latest version of Megaglest due to changes to the game and the AI.'''
 
 
 
===Starting Off===
 
After pausing the game, make 3 battlemages. Also start the queue at the mage tower and point it at a gold pile. I usually use group 0 for the mage tower and group 1 for the battle mages and daemon. Send group 1 towards the southeast of your base and unpause the game. Make sure that every time you get 75 or more gold, that you press 0 to go back to the mage tower and queue up another mage. You'll want to move the battle mages to just west of the town and lure out the soldiers to avoid the defensive tower. This'll let you have more health, but I've rarely noticed it being an issue. Once you take out the soldiers, you should move your battlemages to just south of the collection of gold piles and start hitting the castle. ''No other building matters'' - once you take that out, they are done for since they can't make any more troops! You should take out some of the workers to slow down their repairwork. Sometimes, the enemy mages and daemons come into the town while you're almost done with the castle. You should retreat north a bit then take the ones that follow you out piecemeal. Return to the castle and finish destroying it if it's not already done. Send your now veteran battlemages to the tech base. Using waypoints, have one of your initiate mages go to the base you just took out and then towards your ally's base. There's a convenient gold mine just south of there that will double your battlemage production speed and let you easily reinforce the ally's base.
 
 
 
===Tech Up===
 
While producing battlemages at both bases, you should be collecting stone and lumber for tech buildings and upgrades. You can also make a base in the center of the map or the old tech base you disabled, but by the time you are done, your ally will have already taken the fight to the enemy magic base. Putting a couple groups of battlemages at the central gold piles would be a good idea. Making sure that one group has all the veterans from when you finished off the disabled base will come in handy later when you go to upgrade them to archmages.
 
 
 
===End Game===
 
Move in with your battlemages and archmages. It is best to have your archmages using static fire (more powerful attack) on the groups of defenders running towards them. When the archmages run out of energy points, just finish off the rest with your battlemages. You've pretty much won by this time.
 
  
 
==Siege of Despair==
 
==Siege of Despair==
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Of course, your mages should always be kept busy and you should avoid any avoidable pauses in your mage production pipeline like the plague, because getting three extra battlemages early on translates into a severe disadvantage with harvesting already. Further buildings for upgrades need to be created near the center base as usual with this approach, because it doesn't involve costly operations like sending mages far away to safe harbour areas in order to prepare to abandon the otherwise convenient, resourceful center position. Timing is as critical as getting pretty much everything else right. It is possible to keep the center base and win with no losses at all, but you absolutely need to pay full attention to health states and enemies during battle while the production of mages, energy sources, buildings and such need to continue without any pauses right during battle, so slowing it down and pausing often is as much a must as choosing the shortest possible paths for swift movement of forces in the beginning, where you may even need to pay attention to seemingly insignificant detail like kill counts of battlemages to get as many expert battlemages as you can out of the limited supply of enemy mages.
 
Of course, your mages should always be kept busy and you should avoid any avoidable pauses in your mage production pipeline like the plague, because getting three extra battlemages early on translates into a severe disadvantage with harvesting already. Further buildings for upgrades need to be created near the center base as usual with this approach, because it doesn't involve costly operations like sending mages far away to safe harbour areas in order to prepare to abandon the otherwise convenient, resourceful center position. Timing is as critical as getting pretty much everything else right. It is possible to keep the center base and win with no losses at all, but you absolutely need to pay full attention to health states and enemies during battle while the production of mages, energy sources, buildings and such need to continue without any pauses right during battle, so slowing it down and pausing often is as much a must as choosing the shortest possible paths for swift movement of forces in the beginning, where you may even need to pay attention to seemingly insignificant detail like kill counts of battlemages to get as many expert battlemages as you can out of the limited supply of enemy mages.
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==Tech and Magic==
 
==Tech and Magic==
 
===Starting Off===
 
===Starting Off===
First, use the pausing trick like usual for the harder scenarios. While the game is paused, queue up at least one worker and have the castle target the gold pile. Have one of your existing workers collect gold, while the other two should make 2 barracks immediatly. I generally recommend putting one at the southwest corner of the castle and another just northeast of the gold piles. You want them to attack the eastern barracks instead of the workers. This is to buy you time to repair the buildings while your archers take out the enemy ranged units. ASAP get the second castle up near the other gold pile so that you can keep the barracks active. This will require stone so you should have had 3 or so workers mining stone since you can always just move them to wood once you get enough stone. Wood and gold will flow like water so make sure to have several workers collecting wood, too! You'll want to ignore the melee units if your archers are under attack by ranged units. Just try not to let the melee units take out one of the buildings. If you survive the first wave with both barracks, both castles, the defensive tower, and 10-20 archers, you should be OK. Food will be short so make sure to get a farm going about the time you get to 25 or so food. More food production at the beginning gives higher rewards as well but there's a tradeoff because it slows the rest of your economy to make 4-6 cows early on. A third barracks is tempting but you would probably be better off ramping your tech to get towers and battle machines faster.
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First, use the pausing trick like usual for the harder scenarios. While the game is paused, queue up at least one worker and have the castle target the gold pile. Have one of your existing workers collect gold, while the other two should make 2 barracks immediatly. I generally recommend putting one at the southwest corner of the castle and another just northeast of the gold piles. You want them to attack the eastern barracks instead of the workers. This is to buy you time to repair the buildings while your archers take out the enemy ranged units. ASAP get the second castle up near the other gold pile so that you can keep the barracks active. Wood and gold will flow like water so make sure to have several workers collecting wood, too! You'll want to ignore the melee units if your archers are under attack by ranged units. Just try not to let the melee units take out one of the buildings. If you survive the first wave with both barracks, both castles, the guard tower, and 10-20 archers, you should be OK. Food will be short so make sure to get a farm going about the time you get to 25 or so food. More food production at the beginning gives higher rewards as well but there's a tradeoff because it slows the rest of your economy to make 4-6 cows early on.
 
 
 
===Second Wave===
 
===Second Wave===
You'll want to put up at least a few towers so get the technodrome up and do the first tech upgrade. You should put up at least 5 towers and preferibly 7. 2-3 should go behind the eastern barracks, 2 should be on the south side of the original castle, and 1-2 should be next to the southern stone pile. Any more is kind of a waste since you'll want to make battle machines. Robotics should be researched when you have chance. If you find that the second wave comes before you're done with the towers, try using additional workers or concentrating on 3-4 towers and then letting the other 2-3 get done right after the wave starts. You should have been trying to keep the queues for archers going until you had at least 40 of them. The original gold pile and robotics tech should also be done by now, so you'll want to prepare for the next step.
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You'll want to put up at least a few towers so get the technodrome up and do the first tech upgrade. You should put up at least 5 towers and preferibly 7. 2-3 should go behind the eastern barracks, 2 should be on the south side of the original castle, and 1-2 should be next to the southern stone pile. Any more is kind of a waste since you'll want to make battle machines. Robotics should be researched when you have chance. If you find that the second wave comes before you're done with the towers, try using additional workers or concentrating on 3-4 towers and then letting the other 2-3 get done right after the wave starts. You should have been trying to keep the queues for archers going until you had at least 40 of them. The original gold pile and robotics tech should also be done by now, so you'll want to prepare for the next step.
 
===Preparing Offensive===
 
===Preparing Offensive===
Queue up technicians and have them repair your weaker archers. You DID rotate out the ones with lower health to the back lines, right? You should have plenty of expert archers who'll come in handy for the third wave and your offenses against the tech AI and especially the magic AI. Pump out technicians and make battle machines. They can do ranged attacks so target a spot to guard with the ranged attack so that they will use it by default. Have 3-4 of them at the front target with melee so that they'll do more damage. This is to maximize your DPS(Damage-per-second) when defending. If you notice a battle machine with low health, move it back into your base and have it repaired. You can always switch the ranged attackers to melee if you don't have enough axe-swingers at the front. You'll now have some fully healed veteran units to move to the east. You can safely ignore the gold pile just north of the center of the map and get ready to pound the tech AI to death.
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Queue up alchemists and have them repair your weaker archers. You DID rotate out the ones with lower health to the back lines, right? You should have plenty of expert archers who'll come in handy for the third wave and your offense against the tech AI. Pump out alchemists and make battle machines. They can do ranged attacks so target a spot to guard with the ranged attack so that they will use it by default. Have 3-4 of them at the front target with melee so that they'll do more damage. This is to maximize your DPS(Damage-per-second) when defending. If you notice a battle machine with low health, move it back into your base and have it repaired. You can always switch the ranged attackers to melee if you don't have enough axe-swingers at the front. You'll now have some fully healed veteran units to move to the east. You can safely ignore the gold pile just north of the center of the map and get ready to pound the tech AI to death.
 
 
 
===Eliminate Tech===
 
===Eliminate Tech===
You'll want 32 archers (assuming original Glest this is 2 groups), around half that of battle machines, 1-4 workers, and 4 technicians. Move them to the east, being careful not to let your troops get separated and killed one-by-one. You want a big group that can deal with any threats on the way. You'll also want to have a group of archers or some battle machines at your base to stop any surprise attacks. The towers will hold off most attacks, though. You can not have too many archers in this scenario, so you might as well make them if you can and have them defend the base. Once your battle machines and archers in your attack are near the enemy base, get them just outside the chokepoint and start luring them into your kill zone. You can use the stand ground command to keep both archer groups off to the side while your battle machines take up the center. They'll soak up damage while the archers kill with abandon. In less than a minute, you'll have killed the majority of their troops. Move in to the base and start slaughtering workers and demolishing buildings. You can hold back veteran units to get healed or provide units with low kill counts a chance to gain experience. When you get to the towers, just keep attacking them with ranged attacks and move back any battle machines with low health. You should be able to finish up very quickly by now. Your workers will be building a castle and a couple towers next to the gold mine. You should take 2 technicians once your battle machines are mostly repaired and have them make 2 air ballistas next to the towers to deal with dragons.
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You'll want 32 archers (assuming original Glest this is 2 groups), around half that of battle machines, 2 workers, and 4 alchemists. Move them to the east, being careful not to let your troops get separated and killed one-by-one. You want a big group that can deal with any threats on the way. You'll also want to have a group of archers or some battle machines at your base to stop any surprise attacks. The towers will hold off most attacks, though. You can not have too many archers in this scenario, so you might as well make them if you can and have them defend the base. Once your battle machines and archers in your attack are near the enemy base, get them just outside the chokepoint and start luring them into your kill zone. You can use the stand ground command to keep both archer groups off to the side while your battle machines take up the center. They'll soak up damage while the archers kill with abandon. In less than a minute, you'll have killed the majority of their troops. Move in to the base and start slaughtering workers and demolishing buildings. You can hold back veteran units to get healed or provide units with low kill counts a chance to gain experience. When you get to the towers, just keep attacking them with ranged attacks and move back any battle machines with low health. You should be able to finish up very quickly by now. Your workers will be building a castle and a couple towers next to the gold mine. You should take 2 alchemists once your battle machines are mostly repaired and have them make 2 air ballistas next to the towers to deal with dragons.
 
 
 
===End Game===
 
===End Game===
  
Assuming that you kept the queue up for technicians at your main base, you can make another group of battle machines with your huge gold and lumber reserves and leave those archers near your new base to be healed by the technicians there while waiting on the towers to be finished. Move the healed battle machines to the gold mine just north of the center of the map and start a 4th castle there. Adding a few towers and a couple air ballistas should be plenty. Move all your archers and battle machines south towards the horizontal line going through the center of the map. The eastern troops to the center, and the western troops slightly to the west. If you can't beat the scenario by now, I don't know how you got this far! You won't even be needing to repair any units if you do this right. You can swarm their base or take them out piecemeal by luring them out. It really doesn't matter as you've got control of 3/4ths of the map. I think there was other places to mine gold to the south and southeast but by this time I didn't care.
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Assuming that you kept the queue up for alchemists at your main base, you can make another group of battle machines with your huge gold and lumber reserves and leave those archers near your new base to be healed by the alchemists there while waiting on the towers to be finished. Move the healed battle machines to the gold mine just north of the center of the map and start a 4th castle there. Adding a few towers and a couple air ballistas should be plenty. Move all your archers and battle machines south towards the horizontal line going through the center of the map. The eastern troops to the center, and the western troops slightly to the west. If you can't beat the scenario by now, I don't know how you got this far! You won't even be needing to repair any units if you do this right. You can swarm their base or take them out piecemeal by luring them out. It really doesn't matter as you've got control of 3/4ths of the map. I think there was other places to mine gold to the south and southeast but by this time I didn't care.
 
===Summary===
 
===Summary===
 
This scenario is one of the toughest of the classic Glest ones and should be considered highly difficult. Many of the so-called 'Insane' ones are actually easier because of path-finding AI issues since you can just rush the magic base south/north of you in the magical forest scenarios and then pick off the other two bases with archmages. Surviving the first wave with enough archers and at least one barracks and the original castle is the most frustrating part about this one. Once you have a few groups of troops, you should not have any issues, though. The only ones remotely as hard are the mislabeled 'One Hope' scenario that is way harder than it's difficulty rating suggests and the 'Siege of Dispair' scenario covered by another writer. Again, taking out the tech base works just like it did in 'One Hope'. If someone has tried taking out magic first, I'd be curious as to see the video. Thanks for reading along and playing this challenging scenario!
 
This scenario is one of the toughest of the classic Glest ones and should be considered highly difficult. Many of the so-called 'Insane' ones are actually easier because of path-finding AI issues since you can just rush the magic base south/north of you in the magical forest scenarios and then pick off the other two bases with archmages. Surviving the first wave with enough archers and at least one barracks and the original castle is the most frustrating part about this one. Once you have a few groups of troops, you should not have any issues, though. The only ones remotely as hard are the mislabeled 'One Hope' scenario that is way harder than it's difficulty rating suggests and the 'Siege of Dispair' scenario covered by another writer. Again, taking out the tech base works just like it did in 'One Hope'. If someone has tried taking out magic first, I'd be curious as to see the video. Thanks for reading along and playing this challenging scenario!
 
==Capture the Flag==
 
===Overview of Scenario===
 
The Capture the Flag scenario is set on the Island Siege map. There are three players, in three different teams: Tech (the human player), starting in the top left corner, Romans in the centre of the map, and Indians in the top right.
 
 
You win the game under one of the following two conditions:
 
 
# A Tech unit of any kind goes to the flag at the bottom right, and then moves back to the position of the initial castle. Only the first unit on your team to touch the flag counts, and if that unit dies, you lose instantly. Once the Tech unit touches the flag, all Indian units try to attack that unit.
 
# An Indian unit of any kind is the first Indian unit to go to the flag at the bottom left, and that unit dies.
 
 
This strategy guide will focus on making condition 2 happen.
 
 
The Romans do not directly participate in the capture the flag game - they behave like a normal CPU Ultra and eventually kill off both other teams if given the chance. Because they start off with a lot of units, and they are hard to beat, this strategy guide will focus on avoiding them and winning before they can do any damage.
 
 
You cannot actually see your own flag, so it is important to know how to find it on the map. It is near the bottom left of the map - at the bottom of the dirt path leading to the river, between the stone mine to the left and the gold mine to the right. Right where the flag is, there is a little round circle of grass bleeding into the dirt path. You should pause the game right at the start and identify this spot, as knowing where it is will help you to win using this strategy.
 
 
===Starting off===
 
The first thing you should do is send your three starting attack units (swordsman, archer, and battle machine) to below your flag on the bottom left. You will need to micromanage the route - down along the path, then right and down across the small island to the large island (being careful not too far inland or you will be attacked by Romans), and then left and down back to the bottom left corner of the map.
 
 
While your attack units are on their way, use your castle to produce three workers. Send the first worker towards the small island to the right of your castle, and leave the other two worker units idle on the road down to your flag that your attackers took; below the gold mine.
 
 
===Luring an Indian Fire Archer===
 
Take your first worker across the small towards the main island in the middle, being careful not to venture too close to the main island or you will be attacked by Romans. Now turn through the shallow water towards the east so your worker heads towards the top right corner of the map where the Indian faction is based. Keep to the road as the Indian Fire Goblin sometimes hides in the bushes near the water, and walk along the path.
 
 
You will be attacked by an Indian Fire Archer as you approach the Main Teepee. Your Worker can walk at approximately the same speed as the Fire Archer, so your aim is to stay just out of the range of fire, but lead the Fire Archer back the way you came. However, be extremely careful not to lead the Fire Archer too close to your Castle, or it will attack.
 
 
Instead, lead it down near the water and down along the same route that you took your attackers. When you reach your other two workers on the path, bring them with you - this will help spread any hits the Fire Archer gets, to avoid deaths of your units.
 
 
===Making the Fire Archer capture the flag===
 
Make the Fire Archer follow your three workers to your flag (see above for details of where the flag is - you can't actually see it) near the bottom left. Maneuver your workers to try to get the Fire Archer to walk over the flag. It is essential that you keep your attackers far enough away from the Fire Archer so they don't attack it yet.
 
 
When you have successfully lured the Fire Archer to the correct location, you get a notice saying that the enemy has your flag.
 
 
===End Game===
 
Set your three attackers on the Fire Archer and finish it off. You win as soon as the Fire Archer dies.
 
 
==Amazones==
 
===Overview of Scenario===
 
The game is played on the In the Forest map. The other player on your team has no workers and no AI, only a castle, so will do nothing - it is all up to you.
 
 
The scenario proceeds in 5 waves, with each wave commencing when all the units from the previous wave have been died.
 
 
You win by killing all the units in the last wave. You lose if your ally's castle is destroyed.
 
 
The waves get progressively harder:
 
  * The first wave is 10 cudgel ladies.
 
  * The second wave is 23 cudgel ladies.
 
  * The third wave is 50 cudgel ladies.
 
  * The fourth wave is 30 cudgel ladies and 5 valkyries.
 
  * The fifth wave is 40 cudgel ladies, 5 valkyries, and 5 flying valkyries.
 
 
This strategy guide will focus on an overall tactic of delaying the end of the first wave while you tech up, and then crushing the enemies quickly in the remaining waves due to your advanced development.
 
 
===Starting off===
 
Pause the game. Tell the initial three workers to build a Barracks on the path south of your castle. Queue up your castle to create more workers with the rest of your gold, and set the meeting point to the gold pile. Move your soldiers in front of the Barracks. Now unpause the game and wait for the cudgel ladies. When you have enough gold, and your barracks is built, also create one more archer.
 
 
When you have excess gold you can also build a farm north of the castle.
 
 
Your aim is to kill 9 of the cudgel ladies. It is essential that you do not kill the 10th cudgel lady, or you will trigger the second wave. Instead, move your remaining soldiers out of range of the one remaining cudgel lady, and let the cudgel lady attack your barracks. Send two workers to repair your barracks while the cudgel lady is still attacking it.
 
 
Throughout the game, you should monitor the health of your barracks. When the health gets low, you risk it being destroyed, which will lead the cudgel lady to move on to your castle and eventually your ally's castle, causing you to lose. If the health gets to full, your workers will stop repairing, and eventually the barracks will be destroyed. The best solution is to occasionally come back to the barracks and add one worker (making a total of three) when the health gets low, and to remove one worker when the health gets near full. Do this through the remaining steps until the end game.
 
 
===Tech up===
 
 
You now have virtually the whole map to yourself. There are 31 enemy soldiers on the board, the cudgel lady, who is busy attacking your barracks forever, and 30 valkyries. The valkyries have no real AI, except that they will attack if you are within range. The valkyries are slighly south of the centre of the map, at the initial starting point for player 2 - just don't go there until you are ready to win.
 
 
Move your soldiers and most of your workers across to the centre of the map (but don't go futher south yet to avoid the valkyries). Leave a few workers to keep mining the goldpile by your starting castle and so you can add or remove them from repairing the barracks as needed.
 
 
Near the gold pile near the centre of the map, build a castle and set some workers mining and harvesting. You should keep creating workers until you get up to at least 30 workers. Build a barracks, a farms, a blacksmith, and a technodrome. Do all the upgrades. Once you have advanced architecture, start building lots of defence towers. Build up a large fleet of horsemen once you have Stables. Building more barracks will help you to do this more quickly.
 
 
Also create technicians and start them building battle robots, and multiple aerodromes. You should aim to construct about 20 airships, 30 battle robots, and 40 horsemen. In addition, construct a few air ballistas, and about 20 defence towers near the centre of the map.
 
 
Once you have a few airships, take them south in groups and take out the enemy cows and the valkyries, one by one. You will now have the whole board to yourself except for the cudgel lady.
 
 
Make sure you build a lot of defence towers and air ballistas close to start position for team 2 - this is where the new units will appear, and you want to kill them all quickly. Also move your horsemen, battle robots, and airships to this area.
 
 
Group all your units so you can attack units quickly as needed. Also save the game now - if you haven't built enough units, and you die in the end game, you will be glad you did!
 
 
===End game===
 
Send your archer back to attack the cudgel lady. This will trigger the second wave, which your units that you have built will then quickly take out, triggering the third wave, and then the fourth, and finally the fifth and final wave.
 
 
If you have enough powerful units, you should quickly take out all the waves and win the game. If not, go back to your saved game, build more units and try the end game again.
 
  
 
==See Also==
 
==See Also==
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*[[Strategies]]
 
*[[Strategies]]
  
[[Category:Scenarios]]
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[[Category:Strategies]]
 

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