Vix: Looking for 1.9 Betatesters for Version 0.3

Discussion and development of scenarios and campaigns for the game.

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artisticdude
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Re: Vix- Version 0.2 is now out.

Post by artisticdude » April 22nd, 2010, 10:41 pm

Hulavuta wrote:Are the enslavers of the Saurians the Drakes by any chance? If not, what are they?
Spoiler:
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Re: Vix- Version 0.2 is now out.

Post by Captain_Wrathbow » April 22nd, 2010, 10:49 pm

Evelangos wrote:it's the first Saurian-based one I've come across
starting to drift off-topic:

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Hulavuta
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Re: Vix- Version 0.2 is now out.

Post by Hulavuta » April 22nd, 2010, 10:53 pm

Lol.
Spoiler:
more offtopicness:
F:tGJ, Saurian Campaign
The Southern Chains, a fanfic
“The difference between winners and champions is that champions are more consistent."
~Sierra

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artisticdude
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Re: Vix- Version 0.2 is now out.

Post by artisticdude » April 23rd, 2010, 12:39 am

Spoiler:
"I'm never wrong. One time I thought I was wrong, but I was mistaken."

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Hulavuta
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Re: Vix- Version 0.2 is now out.

Post by Hulavuta » April 23rd, 2010, 11:42 pm

Spoiler:
F:tGJ, Saurian Campaign
The Southern Chains, a fanfic
“The difference between winners and champions is that champions are more consistent."
~Sierra

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Captain_Wrathbow
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Re: Vix- Version 0.2 is now out.

Post by Captain_Wrathbow » April 24th, 2010, 2:08 am

Spoiler:

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artisticdude
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Re: Vix- Version 0.2 is now out.

Post by artisticdude » April 24th, 2010, 11:46 am

Spoiler:
"I'm never wrong. One time I thought I was wrong, but I was mistaken."

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Hulavuta
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Re: Vix- Version 0.2 is now out.

Post by Hulavuta » April 24th, 2010, 1:07 pm

Spoiler:
F:tGJ, Saurian Campaign
The Southern Chains, a fanfic
“The difference between winners and champions is that champions are more consistent."
~Sierra

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artisticdude
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Re: Vix- Version 0.2 is now out.

Post by artisticdude » April 24th, 2010, 1:22 pm

(spoiler break!) If they do, then they spoil it for themselves. People can do what they want, but I'm just trying to protect those who don't want to know the story until the next version comes out.
"I'm never wrong. One time I thought I was wrong, but I was mistaken."

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artisticdude
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Re: Vix- Version 0.2 is now out.

Post by artisticdude » May 3rd, 2010, 5:52 pm

Last night I brainstormed about how I could prevent Vix from becoming another 'typical' campaign. Obviously by creating non-linear scenarios and objectives, which has been my aim so far. So with pencil, paper, and a Heroscape manual (don't quite know yet how that got in there :P ), I set to work forulating ideas for non-linear scenarios. Some of them wouldn't be appropriate for the campaign for storyline reasons, and some are just modifications of each other, but some might actually be original.

Spoiler:
"I'm never wrong. One time I thought I was wrong, but I was mistaken."

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Re: Vix- Version 0.2 is now out.

Post by hagabaka » June 5th, 2010, 3:00 am

I just started the campaign today with the newest version on 1.8 server. Is it intended that Saurian Guards advance into Saurian Flankers? Flankers are originally Ambusher's advancement, so you have two units merging into one at level 3. Also the Guards' attacks (10-2 melee, 3-3 range poison) are nothing like Flankers' (8-4 melee, 7-2 range). I have found no post talking about this, so I'm wondering if it's a new bug.
My favorite addon campaigns (made by others): Swamplings | Galuldur's First Journey | To Lands Unknown | The Devil's Flute

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Hulavuta
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Re: Vix- Version 0.2 is now out.

Post by Hulavuta » June 5th, 2010, 1:08 pm

I doubt it's a bug, but it's probably a mistake.
F:tGJ, Saurian Campaign
The Southern Chains, a fanfic
“The difference between winners and champions is that champions are more consistent."
~Sierra

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artisticdude
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Re: Vix- Version 0.2 is now out.

Post by artisticdude » June 5th, 2010, 5:00 pm

hagabaka wrote:I just started the campaign today with the newest version on 1.8 server. Is it intended that Saurian Guards advance into Saurian Flankers? Flankers are originally Ambusher's advancement, so you have two units merging into one at level 3. Also the Guards' attacks (10-2 melee, 3-3 range poison) are nothing like Flankers' (8-4 melee, 7-2 range). I have found no post talking about this, so I'm wondering if it's a new bug.
I ripped the units and their .cfg files from another campaign, so I can't really say. But I'll look into it (this is one of my many projects this summer).

I think I've had this campaign on hiatus long enough anyway... time to get things moving again.
"I'm never wrong. One time I thought I was wrong, but I was mistaken."

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Re: Vix- Version 0.2 is now out.

Post by Hulavuta » June 5th, 2010, 9:19 pm

How many scenarios are done?
F:tGJ, Saurian Campaign
The Southern Chains, a fanfic
“The difference between winners and champions is that champions are more consistent."
~Sierra

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wesfreak
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Re: Vix- Version 0.2 is now out.

Post by wesfreak » June 30th, 2010, 1:19 am

Some feedback:
You should make the orcs/humans activate the haunted patch if they step on it while chasing you.
You should be more specific in the second scenario. Say how much meat to get, and how to end the scenario, for example. When I got one tusker head into each ship I couldn't do anything else: I couldn't get any more meat or people on the ship, so the ships were provisioned, but the scenario didn't end.

Is there any stragic point to trapdoors? they don't let you do anything useful.

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