Temples of the nagas -version 1.25 (NEW MAINTAINER!)

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Temples of the nagas -version 1.25 (NEW MAINTAINER!)

Postby Mythological » March 11th, 2007, 1:34 pm

Temples of the nagas is a 4 player multiplayer scenario made by jb and me. All the human players are allied and fight waves of enemies appearing from the temples , like in survival. But there is more - capturing temples gives you gold , and each wave has its boss who is quite powerful, but when killed it drops a useful item that can be used by one of your troops. The length and the difficulty of the scenario can be chosen on turn 1.
Try it !

The eternal hall of fame(the names of the players who were the first to beat the scenario):
Kalis (27. III 2007)
Wintermute (29. III 2007)

The map :



If you can't use or don't want to use the add-on server you can download the add-on at the wesnoth-umc-dev page on sourceforge:

Temples of the Nagas version 1.2 for Battle for Wesnoth 1.6 (download, decompress and drop the folder into ~wesnoth/userdata/data/campaigns folder)
Temples of the Nagas version 1.2.1 for Battle for Wesnoth 1.8 (download, decompress and drop the folder into ~wesnoth/userdata/data/add-ons folder)
Last edited by Mythological on July 23rd, 2007, 2:15 am, edited 38 times in total.
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Postby Weeksy » March 11th, 2007, 7:05 pm

You have one labeled 1.2(trunk) and one labeled 1.3(stable). 1.2 isn't trunk, and 1.3 isn't stable, so which do I download?
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Postby Mythological » March 11th, 2007, 8:05 pm

Weeksy wrote:You have one labeled 1.2(trunk) and one labeled 1.3(stable). 1.2 isn't trunk, and 1.3 isn't stable, so which do I download?


Thanks for pointing that out . Fixed
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Postby F8 Binds... » March 12th, 2007, 2:47 am

I think it would help to give the "bosses" a little extra hp. The berserker isn't menacing enough when i can feed two elvish fighters to him from forest and finish him off with a wose :)
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Postby jb » March 12th, 2007, 4:27 am

F8
The berserker isn't menacing enough


He can instantly kill your leader if he is range, that is pretty menacing.
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Postby Mythological » March 12th, 2007, 7:14 am

F8 Binds... wrote:I think it would help to give the "bosses" a little extra hp. The berserker isn't menacing enough when i can feed two elvish fighters to him from forest and finish him off with a wose :)


I dont think that giving the berserker boss more hitpoints is a good idea. The first few waves are made for the average players who play on lite so they shouldnt be too hard. Some of the later bosses have extra hitpoints or high ressistances ( which has the same effect ) and are very hard to kill. Besides that, the berserker has zerk without retaliation and makes a sure kill when attacking. That means that he is sure to make at least 2-3 kills before it dies, and, as jb pointed out, if you get careless, one of them can be your leader
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Postby Wintermute » March 12th, 2007, 1:24 pm

F8 Binds... wrote:The berserker isn't menacing enough when i can feed two elvish fighters to him from forest and finish him off with a wose :)


Personally, I would describe any unit that needs to be "fed" 28 gold and then killed with another unit as "menacing enough".
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Postby F8 Binds... » March 12th, 2007, 8:58 pm

Perhaps I was a little biased since I only played the first part of our game. Wonderful work, just checked it out. As for the "menacing" effect, I think any L3 would take 2-3 units with it. Keep up the effort!
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Postby Mythological » March 12th, 2007, 10:17 pm

F8 Binds... wrote:Perhaps I was a little biased since I only played the first part of our game. Wonderful work, just checked it out. As for the "menacing" effect, I think any L3 would take 2-3 units with it. Keep up the effort!


Thanks F8 - that is the kind of payment we expect for our work and a motivation to make more :)
Last edited by Mythological on March 12th, 2007, 10:26 pm, edited 2 times in total.
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Postby Velensk » March 12th, 2007, 10:21 pm

I just played a game with this and it was a blast. It was like a survival turned inside out. I managed to survive to the turn before the magic rift. Though part of the reason for this was that my team got unrealisicly luckey especialy the player who made the most obviouse mistakes.

I don't think the berserker boss needs to be beefed his ability to instantly kill any unit he attacks is scary (lost my lvl two unit to him the turn he appeared) . I managed to get the axe to the same unit as the choker and I assinated the next boss with that unit.
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Postby Kalis » March 24th, 2007, 7:54 pm

Love the map myth and F8 :)
Been playing it through and just having a blast.

One possible bug (or feature) though:
no retaliation can fight no retaliation.
I managed to get my berserker itemed demon into range to attack that turn 33 wave boss with 212 HP, and it showed 50-1 vs 45-1.

edit: Also, on the final wave of hardcore, is one of the normal templars supposed to have 244 hp, while the other templar and 2 high templars have 66?
Anyways really awesome map. Having a blast with it. Just got wiped out on turn 50 by the final wave of hardcore, so trying again :D
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Postby Mythological » March 24th, 2007, 10:27 pm

Kalis wrote:Love the map myth and F8 :)
Been playing it through and just having a blast.

One possible bug (or feature) though:
no retaliation can fight no retaliation.
I managed to get my berserker itemed demon into range to attack that turn 33 wave boss with 212 HP, and it showed 50-1 vs 45-1.

edit: Also, on the final wave of hardcore, is one of the normal templars supposed to have 244 hp, while the other templar and 2 high templars have 66?
Anyways really awesome map. Having a blast with it. Just got wiped out on turn 50 by the final wave of hardcore, so trying again :D


Thanks for the feedback, Kails
The noretaliation range can fight noretaliation range - that is intended, so that the last bosses can not be instantly killed by the unit who has the berserk amulet. As for Zogfotpik ( has anyone played StarCon ? :) ) boss, try killing him with the unit who has the elven bow or the trident.
If you manage to win on hardcore, do post the replay in this thread because no one has beaten that scenario on hardcore difficulty yet.
And yes, the final bosses are supposed to be tough
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Postby Kalis » March 25th, 2007, 12:53 am

k just checking :)
I took him out with massed cold attack (chaos demonologists are especially effective with 19-4).

Just checking on the templars because I found it a bit strange that the HIGH templars were at low hit points, while a normal templar had really high hp :)

Yea I recognized the StarCon name hehe.
http://sc2.sourceforge.net/ ftw!
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Postby Becephalus » March 25th, 2007, 4:13 am

Silly cow Orz can smell you. You are a new-baby! Or does Orz smell an extra silly cow? Happy campers like to party. Orz have many fingers and Orz like parties. Is the silly cow a happy camper? If silly cows do not like to party then they are a sad animal and we should dance. Orz does not like sad animals *frumple* Orz does like to dance. Will the silly cows dance with Orz? Silly cows are many bubbles! many bubbles are strange. Silly cows are not slippery either, they are stuck in the middle. Orz can go below heavy space. Orz are very slippery. *frumble* The quick-babies are in the above space. *frumple* Orz wants to dance with the quick-babies, but they do not smell. Your bubbles do not smell either. *frumple* *frumple* Would you like to dance?
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Postby Clonkinator » March 25th, 2007, 4:49 pm

Guy is this map THOUGH! But well done. Although it's a bit unfair imo that the zerker-boss can kill any unit for sure. My poor lvl2s...

And although it will be a great challenge I WILL beat it at hardcore, got that?
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