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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. 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. |
==One Hope== | ==One Hope== | ||
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===Starting Off=== | ===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. | 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. | ||
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===Tech Up=== | ===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. | 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. | ||
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===End Game=== | ===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. | 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. | ||
+ | ===Summary=== | ||
+ | It probably '''is''' possible to win without taking out the castle first thing but I've never done it. If you think you can, try taking out the magic town instead. It is possible to rush magic with magic but it takes a bit of (micromanaging) timing and luck. | ||
==Siege of Despair== | ==Siege of Despair== | ||
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===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! | ||
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==See Also== | ==See Also== | ||
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*[[Strategies]] | *[[Strategies]] | ||
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