Sepulchre of Elran SP scenario for Wesnoth 1.13.5 and later

Discussion and development of scenarios and campaigns for the game.

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Lord-Knightmare
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Sepulchre of Elran SP scenario for Wesnoth 1.13.5 and later

Post by Lord-Knightmare » November 27th, 2016, 9:53 pm

Since everyone has shown such interest in creating scenarios in addition to campaigns (We have a lot of those already), I decided to make a scenario myself.

The scenario is called Sepulchre of Elran, where you play as a customised Rebels faction. As the title suggests, the entire scenario takes place underground and your enemies are undead. Hence, this is a potentially hard scenario.

Difficulty:
Hard/Nightmare
Come on now, if this scenario makes you cry, then please do. *hands a tissue*

Dependencies:
War of Legends MP Era
(Well, almost all my add-ons have this one as a dependency)

Wesnoth version
Tested and played on 1.13.5. Loads flawlessly.

Feedback
I plan on making weekly updates for this one as the scenario is still in development. I plan to add better AI parameters as well as Micro AIs.

Is this related to HoI1 and its sequels by any chance?
Yes, it is related, but not directly. There are some elements in the story which are from HoI's story plot, but they are insignificant. Hence, you can play it without having to play HoI first.

Konrad2
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Re: Sepulchre of Elran SP scenario for Wesnoth 1.13.5 and later

Post by Konrad2 » July 8th, 2018, 9:22 am

Why do you need to kill the bat leader to win the scenario?
I am a Ghost: I drain the life energy from other people to survive and am hated/feared by regular people. Non-regular people don't like me either though.

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Re: Sepulchre of Elran SP scenario for Wesnoth 1.13.5 and later

Post by Lord-Knightmare » July 12th, 2018, 8:04 am

Why do you need to kill the bat leader to win the scenario?
It's one of:
  • The Bat leader really early, killed either by the player or side 6.
  • I was too lazy to implement the enemy_leaders_killed_counter variable.
  • Just killing the Lich-commander and the Elven Forefather leader seemed too easy.

Konrad2
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Re: Sepulchre of Elran SP scenario for Wesnoth 1.13.5 and later

Post by Konrad2 » July 12th, 2018, 8:43 am

Are you still too lazy? :D
I am a Ghost: I drain the life energy from other people to survive and am hated/feared by regular people. Non-regular people don't like me either though.

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Re: Sepulchre of Elran SP scenario for Wesnoth 1.13.5 and later

Post by Lord-Knightmare » July 14th, 2018, 6:14 am

Are you still too lazy?
yes :(

gloccusv
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Re: Sepulchre of Elran SP scenario for Wesnoth 1.13.5 and later

Post by gloccusv » October 1st, 2018, 1:03 am

If you want to have the enemies defeated event trigger whilst the bat leader is still alive, you could try setting the bats' defeat condition to always.

I know that the scenario is supposed to be hard, but I don't believe the hardest difficulty is even feasible, given the turn limit. I tested it by using the FORCE_CHANCE_TO_HIT macro to make all my side's attacks connect and all my enemies' miss, but it still took me 35 turns (out of 40) to finish. I would be the first to admit that I'm not a very good tactician, but if my immortal, never-missing army was that close to the time limit, I don't see how anyone could finish using the real chances to hit.

Apart from the time limit, though, I think the three difficulty levels are pretty well balanced.
Author of SP campaigns An Undead Incursion, A Beastly Tale and A Northern Village
and Asymmetric Widescreen theme for 1.12 & 1.14.

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Re: Sepulchre of Elran SP scenario for Wesnoth 1.13.5 and later

Post by Lord-Knightmare » October 5th, 2018, 9:48 pm

I know that the scenario is supposed to be hard, but I don't believe the hardest difficulty is even feasible, given the turn limit. I tested it by using the FORCE_CHANCE_TO_HIT macro to make all my side's attacks connect and all my enemies' miss, but it still took me 35 turns (out of 40) to finish. I would be the first to admit that I'm not a very good tactician, but if my immortal, never-missing army was that close to the time limit, I don't see how anyone could finish using the real chances to hit.
Well, this is why I keep a forum thread....So that a player can play the hardest difficulty and provide feedback about it since I never even touched it myself. Hence, I will be adjusting the turn-limits in the next release.
If you want to have the enemies defeated event trigger whilst the bat leader is still alive, you could try setting the bats' defeat condition to always.
I will remove the annoying bats and place generic ones at the start. It's just 6-7 bats...so, won't make a difference.

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