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Thread: T2 Summer Vacation Contest: Captain Of The Guard

  1. #1
    Member
    Registered: Aug 2003
    Location: Jafaville New Zealand

    T2 Summer Vacation Contest: Captain Of The Guard

    So, what are your tips for getting through this one? (with spoilers)

  2. #2
    NewDark 64³ Contest Winner
    Registered: Jul 2005
    Location: Locked Inside Dromed
    I only managed to get to 26 minutes my first time through, but it's getting a little difficult to get past that mark.

    Here's the strategy I employed so far:

    I used only fire archers. I feel they give the best bang for the buck.

    I'm not sure what is better - deploying only what is needed and stockpiling the rest for when the enemies start to come in massive numbers, or deploying them as soon as you get them and swarm the enemy. The swarm seems the better tactic, although I'm not sure if the good guys can hurt each other.

    I try and keep two archers down below, and the rest on the ledges.

    The speed with which the gold is collected is also essential I think, because the longer you delay the worse off you are. The goal is to stay a couple steps ahead of the enemies, because the second you fall behind it's pretty much over.

  3. #3
    Member
    Registered: Jan 2003
    Location: North Carolina, USA
    I wish the Hammer guards wouldn't be so eager to run out after the zombies. I'd prefer them to stay in a set defense perimeter and not leave it. When they venture out they almost always get overwhelmed and sometimes "turned" into zombies.

    Fun mission concept, though. I could never get into RTS because they were too hectic for me. This is slightly more fun cause it's Thief though.

    I'm still trying to beat it on Normal.

    P.S. -

    It's too bad we can't go out past the front gate because a TON of gold & silver has been dropped out there. It would also be very cool if there were some static treasure caches in the buildings out in the courtyard. That way you could balance the reward of getting a lot of quick cash with the risk of going out alone and leaving the fort without a commander.

  4. #4
    NewDark 64³ Contest Winner
    Registered: Jul 2005
    Location: Locked Inside Dromed
    I replayed this using just the fire archers, and I don't think they are nearly as good as the fire mages. I guess the fire mages are the best to use.

    I think off the top, it is best to kill the enemies yourself, and have no other helpers down in the bottom portion, instead position the mages on the walls. That way all dropped loot is reachable. Later, as the enemies come faster, start putting mages in the bottom portion because they usually don't have time to run out of the 'killing-floor' area.

    I got up to 28 minutes on Nightmare on my third try. I feel 30 minutes is the goal, but I just cannot reach it.

    This actually reminds me of the old X-wing and Tie-Fighter games, where you have to hold off waves of enemies for an equally long time while your allies dock and escape. Nothing more frustrating than dying right as the last ship speeds off into hyperspace.

  5. #5
    Member
    Registered: Mar 2008
    Location: Shadows of the Grotto
    Beat it on normal, but have had a time on expert. I've made it to the 33 min mark, but thats it.

    With all of my quicksaving and loading i've played over an hour. I keep having to go back a minute or two and get more loot to build my army back up. However around 33 mins. a massive hoard hits and I keep losing. My tactic is to keep two fire mages and several hammers below. One mage can kill several zombies at a time so two usually keeps the hoards at bay, the hammers are a good help til they run off and die. I try to keep three or four fire archers on top. They kill whats on top and help out below. A few swordsmen on top to clean up the mess and thats pretty much it. While they take care of business, I run franticly grabbing loot. As mentioned before... if only we could get to the courtyard! All that Loot!

  6. #6
    NewDark 64³ Contest Winner
    Registered: Jul 2005
    Location: Locked Inside Dromed
    Finished nightmare with 15 mages to spare.

    Gotg some pretty choppy gameplay, it got to the point I couldn't even see anything anymore except explosions.

    I couldn't give up on it. I needed to finish it

  7. #7
    WOW, that was fun! . . of course, once I finally figured out how to use the soldiers and mages and stuff that I'd bought. durrr. .

    Of course, I was playing on the easiest level, but I found that the best strategy for me was to have two mages down on the ground at all times and at least two archers on either rampart at all times. The best thing I did was not to fight so much or spend money on arrows or equipment for myself, but to rush around picking up loot and spending it on soldiers to do my dirty work for me.

    I may just play it on the harder levels soon!

  8. #8
    Vertical Contest Winner 2009
    Registered: Sep 2002
    Location: The Great White North
    i thought this was really innovative. i could see mini game missions taking off in popularity after this.

  9. #9
    Member
    Registered: May 2005
    Location: Full on Kevel's mom

    My Strategy

    To start off, I generally buy a mage, a firebowman, and a swordsman. I place the mage at the big window overlooking the trench inside the gatehouse. I place the firebowman on either side of the trench and I save the swordsman for later.

    Usually the first couple things I buy after collecting a bit of gold is a health potion and a quiver of arrows. I generally save the arrows for Runners. They’re the only AI with speech like an apparition so you usually get a fair warning when one is on the way. It only takes two arrows to take a Runner down.

    Then, once I have enough money, I usually either buy another mage to place next to the first or another firebowman to put on the other side to even it out.

    I keep the swordsman in my inventory for emergencies, and as I come to get extra gold as the mission progresses, I’ll buy more slowly. By the end I might have several of them. Their role in my strategy is for when the hordes get uncomfortably close to the gatehouse arch. Another clever spot to put one is in the ladder room beneath the gatehouse facing the tunnel. This way, he won’t come out unless something walks by. Unfortunately he is NOT generally quick enough to catch a Runner going by, but that’s what the mines are for.

    Mages are veritable zombie killing machines but have the lowest health and will catch the plague in 1-2 zombie scratches. Their spell splash has a radius of 12 units and generally kills tier 1 zombies in 1 shot. Get 3-4 of them up on the walls and you can hold off about anything. Just be sure they’re well protected with archers and swordsmen. Once one ally turns and attacks another, the whole side can quickly turn as well. about anything. Just be sure they’re well protected with archers and swordsmen. Once one ally turns and attacks another, the whole side can quickly turn as well.

    Unit Stats:

    It might also be helpful to know the stats of all the units too.

    Swordsmen: Average attack. Melee is much stronger than a zombie’s attacks, but about on par with haunts. However, they’re sped up to .75 time warp so they are faster than haunts and can cut through an entire horde with relative ease unless they’re surrounded.

    Higher than average defense, they can take a bit of a beating and come out on top

    Hammerite:
    Strongest melee attack in the game, but a little slower than a swordsman. They can take a lot of damage.

    They have the most hitpoints in the game, but due to their slow attack speed, zombies can quickly surround them and take them down faster than you’d walls rather than below since zombies come out relatively single-file up there

    Bowman:

    Typically 2-3 arrows takes down a single zombie and if there are 3-4 bowman together, they can quickly dispatch a coming horde.

    Lower hit points than a swordsman. They can’t take as much physical punishment, but have decent attack if there is more than one of them.

    Firebowman:
    They fire both regular broadhead arrows and, more often, fire arrows. The fire arrows that they fire do about twice as much damage as the fire arrows in regular Thief, but still have the same splash spread of around 6 units.

    They have about half the hit points that a regular Bowman has and can not take as much punishment but can withstand more damage than a mage with no armor

    Mages:
    Best attack of all units. Their fire stim spreads out over a radius of 12 and can 1 shot tier 1 zombies and runners

    They also have the lowest health and can turn in 1-2 zombie slashes.




    I hope that helps any frustrated players out there.
    Thanks for playing and commenting!

    Edit: this phone doesn't like copy/paste
    Last edited by Random_Taffer; 8th Jul 2010 at 12:19.

  10. #10
    New Member
    Registered: Jun 2008
    Location: Inside a command window
    My time at Nightmare was around 20-25 min (didnt checked it but it felt so) but then always the Zombies overrun me because of the bugs (Mages fall down, somehow a zombie got deathstage 12 and mines keep exploding when I place them).
    Nice mission anyway, I will try to win somehow (playing archer with 40 firearrows supportet by 10 firearchers and some mages makes fun ^^)and as soon as some strategy works I will tell

    CMD

    edit: @ Random: Wil the be improvements to this version? like fences so people don´t drop down or something

  11. #11
    Member
    Registered: May 2005
    Location: Full on Kevel's mom
    FYI- Should probably add this to known bugs...

    Saving and loading may cause unexpected bugs such as deathstage 12.

    The trouble with placing fences on top of the walls is that then ranged units wouldn't be able to fire through. Also, the player wouldn't be able to jump down either- which might seem odd.

    Nightmare mode is difficult, but very possible- even with bugs. Luckily, loot is plentiful enough to replace fallen troops.

  12. #12
    Member
    Registered: Dec 2002
    Took me 40min 26s on Nightmare to finish
    lots of firemages&several firearchers did the trick

    Pretty entertaining "mission", thanks

  13. #13
    New Member
    Registered: Jun 2008
    Location: Inside a command window
    I also just did it.
    I began to rise my army with
    spoiler:
    2 mages and then archers and Sowrdsmans only

    Pretty entertaining music btw

    Now hard awaits me but after Nightmare it should be a piece of cake ^^.
    Big thanks to this mission , Random !

    CMD

  14. #14
    Member
    Registered: Oct 2001
    Location: 0x0x0
    Just finished on normal. 1st try lasted about 10 minutes when somebody got out.

    Second try I basically bought fire arrow archers, mages, health potions along with mines to mine the exit. Most of the AI I placed above but would toss a few down below if things got thick down there. For the most part I stayed below to fight. After a trip to the store I would then check the mines I laid at the exit to make sure they were still there. I tried to keep a mine right at the exit and another about 20 feet inside. When things slowed down I'd comb the map for more money.

  15. #15
    Member
    Registered: Feb 2009
    Location: Japan

    bug

    Just began and can't read the plaques in the shop.

  16. #16
    Member
    Registered: May 2005
    Location: Full on Kevel's mom
    Quote Originally Posted by jaxa View Post
    Just began and can't read the plaques in the shop.
    Can you purchase and use equipment?

    If not, this could be a bug with NVscript and Windows Vista/7.
    Try rebooting, may take more than one to work.

  17. #17
    Second playing on Hard. . .well, that was surprisingly easy. Near the end, I had a surplus of cash and fighters so the undead didn't stand a chance. All I did was buy fire mages and fire archers--nothing else, really, and that was enough. Frankly, it was more than enough! Things were getting a little crowded on the ramparts.

  18. #18
    Member
    Registered: Mar 2008
    Location: unspoild gloam
    Had a great time with this, RT! I made it pretty far into Nightmare mode. Things got so hairy the mission was running pretty sluggish. Oh, the madness!

    In the sequel it'd be great to have a pet Spider-bot.


    There will be a sequel right?

  19. #19
    Well, I can't play it on Nightmare.
    Near the end, the amount of enemies coming through plus all the fighters I have just makes the framerate slow to a crawl, I guess, 'cause the game lags so much I find that the AI actually disappear if I move the mouse a certain way and then reappear when I move it back, which makes fighting an enemy difficult--you can't fight him when he magically becomes invisible! The only way I can move at relatively normal speed is if I direct my vision straight down at the ground. *sigh*

    I don't suppose there's any way to fix this. . ?

  20. #20
    Member
    Registered: Dec 2002
    Quote Originally Posted by Lady Taffer View Post
    I find that the AI actually disappear
    That happened to me, too (loot disappeared as well). I didn't care, dropped fire mages, they can see what's going on

  21. #21
    Member
    Registered: Aug 2003
    Location: Jafaville New Zealand
    Quote Originally Posted by Lady Taffer View Post
    The only way I can move at relatively normal speed is if I direct my vision straight down at the ground. *sigh*

    I don't suppose there's any way to fix this. . ?
    Pick up as much loot as you can. It's the cause of the slowdowns. We tried auto pickup, but it screws with placing guards.

  22. #22
    Member
    Registered: Oct 2005
    Location: Germany
    I was able to finish Nightmare mode...because suddenly at the shop I was good for credit

  23. #23
    Quote Originally Posted by bob_doe_nz View Post
    Pick up as much loot as you can. It's the cause of the slowdowns. We tried auto pickup, but it screws with placing guards.
    It's impossible! There's just too much.
    Say, wouldn't an alternate solution have been to fix it so that in the last stage, or last two stages, make it so that only the haunts, runners, hammerite zombies, etc drop loot when they die and disable the loot drop for the lesser zombies and zombie guards, or something? Seriously, it's a carpet of silver coins up on both ramparts, here. A SIX INCH CARPET!
    Anyway, this is still ridiculously fun to play, even with the bugs and lagginess.


    P.S. My favorite ambient music is at the second-to-last stage. Just before Lux Aeterna.

  24. #24
    Member
    Registered: Aug 2008
    Location: UK
    Took me 58 minutes on Hard to finish! Should have been faster picking up loot maybe . Never got to the stage of the game lagging.

    Mainly bought the fire mages and fire archers - just a shame you can't buy more repairmen in the shop .

    Great fun but what determines how long it takes to finish / the guy to repair the gate?

  25. #25
    Member
    Registered: Feb 2009
    Location: Situation's changed, Tom.
    Sagittal, there's a time limit. After 30 minutes on Hard you should have received a message that the gate is fixed and that you should pull the lever. (On Normal it's 20 minutes, and on Expert 40.)

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