Gloria Victis
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- Neuromancer
- Posts: 204
- Joined: September 10th, 2010, 9:49 pm
Gloria Victis
Campaign concept
Mysterious Hazael travels the land in order to fulfill his strange deeds. In the first scenario there are 12 characters. Player gets to choose 8 units and they will be with him from the start to the end of the whole campaign.
Current status
In development.
Last edited by Neuromancer on September 27th, 2013, 12:12 pm, edited 5 times in total.
- Neuromancer
- Posts: 204
- Joined: September 10th, 2010, 9:49 pm
Re: Gloria Victis
Lore
Characters
Artifacts
Achievements
Elvish conflict and basic layout of the world
History of Imperial/Terrorist conflict and the founding of the Alliance
Dark magic and dark elves theme
Woses
Forests around 7
More info on characters in [url=http://forums.wesnoth.org/viewtopic.php?f=32&t=33210#p484331]this[/url] post.
Sanguine Phoenix
Yveen: Petal Armor
Luciana
Wendala
Hazael
Scenario achievements
Campaign achievements
Last edited by Neuromancer on August 18th, 2011, 5:15 pm, edited 2 times in total.
- Lord-Knightmare
- Discord Moderator
- Posts: 2364
- Joined: May 24th, 2010, 5:26 pm
- Location: Somewhere in the depths of Irdya, gathering my army to eventually destroy the known world.
- Contact:
Re: Gloria Victis
The middle bar image is included in the RPG Sample Resources add-on. Maybe you should try the latest version.Neuromancer wrote:Does someone know whether somewhere there exists middle bar image? I only found edges in the RPG Sample Resources addon.Edit: Im also looking for some GPL licensed tavern-friendly music and sprites usable in tavern/library enviroment.
Creator of "War of Legends"
Creator of the Isle of Mists survival scenario.
Maintainer of Forward They Cried
User:Knyghtmare | My Medium
Creator of the Isle of Mists survival scenario.
Maintainer of Forward They Cried
User:Knyghtmare | My Medium
- Elvish_Hunter
- Posts: 1576
- Joined: September 4th, 2009, 2:39 pm
- Location: Lintanir Forest...
Re: Gloria Victis
I tested your campaign. In the prologue, I discarded the Spearman, the Bowman, the Mage and the Footpad.
I played the first three scenarios, and haven't found any obvious bug; but in the world map, my terminal was filled by deprecation messages:So, I ran wmllint and wmlscope from trunk, to help you correcting these warnings (wmllint from 1.9.8 doesn't detect them); for now, they don't do anything, but in later versions the campaign may no longer work correctly. If you have any question, please ask.
I played the first three scenarios, and haven't found any obvious bug; but in the world map, my terminal was filled by deprecation messages:
Code: Select all
error wml: empty side= and no [filter_side] is deprecated, use either side=1 or [filter_side]
Wmllint output:
Wmlscope output:
Current maintainer of these add-ons, all on 1.16:
The Sojournings of Grog, Children of Dragons, A Rough Life, Wesnoth Lua Pack, The White Troll (co-author)
The Sojournings of Grog, Children of Dragons, A Rough Life, Wesnoth Lua Pack, The White Troll (co-author)
Re: Gloria Victis
will this campaign be released on the 1.8 server?
Guys I never thought I'd come back to this forum after 8 years this is wild
Re: Gloria Victis
This is in response to the discussion in the previous thread, so people that weren't part of that discussion can just skip it.
Sorry I didn't respond to any of that sooner, but I can sometimes spend hours on the forums when I come here, so I tend to stay away when I'm behind on my work.
I suppose since this is a new thread I should introduce myself to the people who weren't reading the old thread. I'm Quman and I'm in charge of characterization and dialogue in this campaign. I also contribute a few gameplay and story ideas and do a few other minor things, but writing is my main job.
Old thread
I suppose since this is a new thread I should introduce myself to the people who weren't reading the old thread. I'm Quman and I'm in charge of characterization and dialogue in this campaign. I also contribute a few gameplay and story ideas and do a few other minor things, but writing is my main job.
- Neuromancer
- Posts: 204
- Joined: September 10th, 2010, 9:49 pm
Re: Gloria Victis
Lord-Knightmare, thanks for pointing that out.
Boldek, no, unless there is someone willing to port the maps and code to 1.8.
Im looking for some GPL licensed tavern-friendly music and sprites usable in tavern/library enviroment for the intro level. Also looking for GPL-licensed sound effects, mainly for characters death events.
We plan to implement corruption score and special character classes for Wendala, but cannot resolve upon it. Any suggestions about how Wendalas classes should be made? This was already said on the topic:
Boldek, no, unless there is someone willing to port the maps and code to 1.8.
Quman
We plan to implement corruption score and special character classes for Wendala, but cannot resolve upon it. Any suggestions about how Wendalas classes should be made? This was already said on the topic:
Neuromancer wrote:I have one thought, but Im afraid it is very messy to implement: To the start, lets give some variable to the Wendala, lets say 0. This variable represents her control over dark magic. As campaign progresses, player will execute some actions, which will add or subtract from this variable (for example: Player will recruit Yveen, thats +1; in scenario X player will kill some civilians, -2; and so on). The more variable is negative, the more is Wendala under influence of dark power and vice versa. This will affect her battle stats, and, more importantly, her behavior. For example in scenario Y party is passing some dead bodies. If Wendala is under -3, she will say something like "These are ideal for reanimation", if she is 1 or higher, she will mourn then. If her score is negative enough, she will automatically join censored at the end... and so on. So, for every occasion there has to be two or more comments available and game will choose appropriate one.
Quman wrote:As I said, I'm a bit iffy about mixing experience advancement with conditional advancement. I suppose Wendala is a special case, but the idea of giving her flavorless advancements still doesn't sit well with me.Neuromancer wrote:I suggest this for Wendala:
1. Remove Lich advancement.
2. Strip Dark Sorcerer and Necromancer of their sprites, descriptions, and names.
Now we have only flavorless advancements. There comes the variable: In situations when it will be appropriate (these can be cutscenes I mentioned earlier), her appearance (portrait and sprite), description, and name will be updated to match her attitude. This way when she will advance midbattle only her combat stats will be changed. I think no more than four "attitudes" are manageable. I also imagine the only thing that will be changed both when she advances and will be updated is power of her attacks (overally in xp advancement and marginally in update /like +2, or -1/). I suppose these marginal updates will make her slightly more powerful then Luciana if she will be uncorrupted.
Re: Gloria Victis
I ve started playing and found that when I give to Hazael leadership it dont have any efect
Re: Gloria Victis
Could that be because leadership only works on lower level units?
Re: Gloria Victis
Actually, Hazael's level is completely irrelevant. There is a version of the leadership ability that only affects adjacent units that are below level 1, another version that only affects units below level 2, and another version that only affects units below level 3. When you select improved leadership Hazael's level increases by 1 (which doesn't matter) and he's supposed to be given the next version of the leadership skill.
I looked into it, and I think the problem is that all three versions of leadership have id=leadership, cumulative=no. Hazael isn't able to learn a new ability with the same id as the ability he already has. I don't know if there's any way to get rid of abilities a unit already has, but if there isn't I think the problem can be solved by simply creating custom leadership abilities instead of using the standard versions. I'll see if I can get that to work then send the working version to Neuromancer if I can.
I looked into it, and I think the problem is that all three versions of leadership have id=leadership, cumulative=no. Hazael isn't able to learn a new ability with the same id as the ability he already has. I don't know if there's any way to get rid of abilities a unit already has, but if there isn't I think the problem can be solved by simply creating custom leadership abilities instead of using the standard versions. I'll see if I can get that to work then send the working version to Neuromancer if I can.
- Neuromancer
- Posts: 204
- Joined: September 10th, 2010, 9:49 pm
Re: Gloria Victis
0.2.1 uploaded. Roster code and Hazaels leadership fixed. Campaign now has fully working shroud on the world map thanks to melinaths [store/set shroud] tags. Intro scenario is now happening indoors, but the scenery is not completed and will be further updated in future.
On the world map there is test shop - currently functionless. I tried to make it work, but got entangled in the code. It can be found in World_Map.cfg file and I think only a few new lines are needed to make it work.
Another issue -> How to center Gloria Vicits logo used in the story parts regardless of the screen resolution?
Currently there is this code in Intro.cfg and the image is approximately centered on the 1920x1080 screen. I have started topic, read wiki and still cannot make any sense out of it.
On the world map there is test shop - currently functionless. I tried to make it work, but got entangled in the code. It can be found in World_Map.cfg file and I think only a few new lines are needed to make it work.
Another issue -> How to center Gloria Vicits logo used in the story parts regardless of the screen resolution?
Currently there is this code in Intro.cfg
Code: Select all
[part]
[image]
file="icons/GloriaVictisLogoWhite.png"
centered=yes
x,y=1000,500
[/image]
...
[/part]
- Neuromancer
- Posts: 204
- Joined: September 10th, 2010, 9:49 pm
Re: Gloria Victis
There is draft for scenario 11 in which Hazael acquires the Sanguine Phoenix. I changed the concept a little, the scenario will be not so much about infiltrating the base, but rather about getting in proximity of it. Firstly, some overall ideas:
Player will choose at what time of day he will start the mission. Each part of the day is prolonged to six turns.
Player may sound the alarm. In that case heavy reinforcements will appear and the acquisition of the phoenix will become much harder.
Outposts: There are three elvish outposts in the area: 2, 9 and 10. From there the dark elves can easily spot Hazaels forces and sound the alarm. Dont know how exactly this spotting mechanic will work, I was thinking about defense bonus of the unit plus 30% as a chance of being unnoticed (for example Kara has 70% in forest, so she has 100% chance to remain unnoticed by outpost guards). In every outpost there is some useful information available to player, for example he will learn the route used by ranger patrol group (B). Additional information can be extracted from captured elves (I guess Hazael and Bane are most suited for interrogation).
The river is magicaly warded against intruders (Yveen /maybe even Luciana and Teresia/ can sense it). Player may hunt down some animal and use its scent glands to mask his presence when crossing the river. Another option is to use this gland trick against some tamed wolves patrolling the area (Yveen, Hailey, Wellen? can sense these wolves are used as dark elves scouts). In that case river ward could be "casually" cancelled by magic users.
1 - (Brenton, Luciana, elven twins): This part of the forest is kinda dry. Brenton will come up with the idea of setting it to fire to decoy away the elves from the main base. He will ask Luciana for help (she is the only one able to quickly set it aflame), of course elven twins will be strongly against it.
2 - outpost
3 - Desert. I created it for the variety of the terrain but really dont know why it should be there. Maybe it is site of meteor crash (explosion and radioactivity)?
4 - The Heart: There will be one book somewhere earlier in the game available for purchase about previous war with dark elves. Among other things there will be mentioned The Heart: for whatever reason, dark elves hold these places as sacred and no guards are present there. Elven twins probably know this too. Player can sneak someone there to steal the phoenix unnoticed.
5 - location of Sanguine Phoenix
6 - (Yveen, Teresia, Luciana, Bane?, Hailey?) Graveyard. This is somewhat tranquil area compared to the rest of the map. Cloaked figure is lcoated there: it is elvish maiden mourning the loss of her beloved in the previous war. She is not hostile, she will not even call for help if player decides to kill her. Player can have conversation about war, loss, insignificance, pointlessness of life and similar depressing stuff. Inspiration comes from this LotR scene: http://www.youtube.com/watch?v=jjRDfD09a-U 0:47 to 1:15.
7, 8 - Elven villages. If the alarm is sounded, from there the reinforcements will come. Player has to avoid the villages if he wants to stay unnoticed. Moving some unit on the village will cause the alarm to go off.
9 - outpost
10 - (Pelduras) Outpost located in hills. Pelduras will immediately notice this outpost was build with hands inexperienced with stone and will hint at means of disabling it.
11 - Gloria Victis statue
12 - players starting location
13 - alternate starting location
A - road leading to the main evil HQs
B - (Kara, Hailey) ranger patrol. Player can learn about it in the disabled outposts, ambush them and disguise some units as members of this patrol, then infiltrate the base and steal the artifact.
grey areas - where no action is happening. Need some additional ideas.
Alternative ideas:
Player can start the mission from 12 and 13 simultaneously. If he wants to use 13, he will have to clear the caves leading there. Maybe we can use the capture all villages idea there, Im not very fond of Qumans draft/retreat idea.
Sniping: Player may use Hailey or some dwarvish dragonguard to disable an outpost guards. Snipers will probably require suitable (=higher) ground. Dwarf may need a spotter if sniping at night (although dwarves spend a great deal of time underground, they cannot spot objects at distance -> I imagine they have infrared vision and that is useful only in close distance) and of course sound of the shot will probably cause the alarm to go off.
Sound sources: I think we can use [sound_source] tag at great advantage. If the player will listen carefully, he may learn where to go without sounding the alarm.
Player wont initially know Phoenix' exact location. There can be blood trails which will guide him to the main base.
---
I discovered some great flavor texts used in Magic the Gathering cards:
"Lands Ravaged, cities in ruin, so many lives sacrificed, and yet there was no other word for it but victory." - leader of everfall elves describing the last war with dark elves
"Words are a waste of time. Destruction is a language everyone understands." - some drake?
"Which would you like first, the insult or the injury?" - maybe Brenton?
Player will choose at what time of day he will start the mission. Each part of the day is prolonged to six turns.
Player may sound the alarm. In that case heavy reinforcements will appear and the acquisition of the phoenix will become much harder.
Outposts: There are three elvish outposts in the area: 2, 9 and 10. From there the dark elves can easily spot Hazaels forces and sound the alarm. Dont know how exactly this spotting mechanic will work, I was thinking about defense bonus of the unit plus 30% as a chance of being unnoticed (for example Kara has 70% in forest, so she has 100% chance to remain unnoticed by outpost guards). In every outpost there is some useful information available to player, for example he will learn the route used by ranger patrol group (B). Additional information can be extracted from captured elves (I guess Hazael and Bane are most suited for interrogation).
The river is magicaly warded against intruders (Yveen /maybe even Luciana and Teresia/ can sense it). Player may hunt down some animal and use its scent glands to mask his presence when crossing the river. Another option is to use this gland trick against some tamed wolves patrolling the area (Yveen, Hailey, Wellen? can sense these wolves are used as dark elves scouts). In that case river ward could be "casually" cancelled by magic users.
1 - (Brenton, Luciana, elven twins): This part of the forest is kinda dry. Brenton will come up with the idea of setting it to fire to decoy away the elves from the main base. He will ask Luciana for help (she is the only one able to quickly set it aflame), of course elven twins will be strongly against it.
2 - outpost
3 - Desert. I created it for the variety of the terrain but really dont know why it should be there. Maybe it is site of meteor crash (explosion and radioactivity)?
4 - The Heart: There will be one book somewhere earlier in the game available for purchase about previous war with dark elves. Among other things there will be mentioned The Heart: for whatever reason, dark elves hold these places as sacred and no guards are present there. Elven twins probably know this too. Player can sneak someone there to steal the phoenix unnoticed.
5 - location of Sanguine Phoenix
6 - (Yveen, Teresia, Luciana, Bane?, Hailey?) Graveyard. This is somewhat tranquil area compared to the rest of the map. Cloaked figure is lcoated there: it is elvish maiden mourning the loss of her beloved in the previous war. She is not hostile, she will not even call for help if player decides to kill her. Player can have conversation about war, loss, insignificance, pointlessness of life and similar depressing stuff. Inspiration comes from this LotR scene: http://www.youtube.com/watch?v=jjRDfD09a-U 0:47 to 1:15.
7, 8 - Elven villages. If the alarm is sounded, from there the reinforcements will come. Player has to avoid the villages if he wants to stay unnoticed. Moving some unit on the village will cause the alarm to go off.
9 - outpost
10 - (Pelduras) Outpost located in hills. Pelduras will immediately notice this outpost was build with hands inexperienced with stone and will hint at means of disabling it.
11 - Gloria Victis statue
12 - players starting location
13 - alternate starting location
A - road leading to the main evil HQs
B - (Kara, Hailey) ranger patrol. Player can learn about it in the disabled outposts, ambush them and disguise some units as members of this patrol, then infiltrate the base and steal the artifact.
grey areas - where no action is happening. Need some additional ideas.
Alternative ideas:
Player can start the mission from 12 and 13 simultaneously. If he wants to use 13, he will have to clear the caves leading there. Maybe we can use the capture all villages idea there, Im not very fond of Qumans draft/retreat idea.
Sniping: Player may use Hailey or some dwarvish dragonguard to disable an outpost guards. Snipers will probably require suitable (=higher) ground. Dwarf may need a spotter if sniping at night (although dwarves spend a great deal of time underground, they cannot spot objects at distance -> I imagine they have infrared vision and that is useful only in close distance) and of course sound of the shot will probably cause the alarm to go off.
Sound sources: I think we can use [sound_source] tag at great advantage. If the player will listen carefully, he may learn where to go without sounding the alarm.
Player wont initially know Phoenix' exact location. There can be blood trails which will guide him to the main base.
---
I discovered some great flavor texts used in Magic the Gathering cards:
"Lands Ravaged, cities in ruin, so many lives sacrificed, and yet there was no other word for it but victory." - leader of everfall elves describing the last war with dark elves
"Words are a waste of time. Destruction is a language everyone understands." - some drake?
"Which would you like first, the insult or the injury?" - maybe Brenton?
Re: Gloria Victis
Sorry I haven't posted here in a while. I gave Neuromancer my excuse yesterday, so I won't bother here. Anyway, my response to the last post is in the spoiler tag.
Spoiler:
Re: Gloria Victis
I tested your campaign:
Playtesters, please answer these questions:
1. Did you chose Yveen?
Not in the first tryout - in the firsttryout I choose to leave the her sister back, than I had to decide to convince her ... why should I do so, as the magician can advance to annother white mage if necessary. The second time I took her, but the healing effect is not as good - however she comes in handy against those ghouls in your kind of necromancer board game (north).
2. Is the intro scenario too wordy?
I think so ... but on the other hand you should work out the story ...
When first playing I simply clicked through it, when I played it a second time I really cared about reading and I admire your work so far, as you give the characters a real face - and you offer a lot of options (but maybe there are to many decisions and I was just confused).
3. For how long did you play the campaign and why did you eventually stop?
Hm, I stopped to post here and because I reached the end. Well I played around an hour, well proably a little bit more writing this comment.
4. Additional game comments:
I choose to take the dwarfen passage. After (of course) killing the dwarves and moving my hero to the signpost I finally came out on the map, before the decision to take the dwarfen path. So I now decided to pay the toll (however those dwarven should be dead by then, or at least enraged). I landed in a map with zero descriptions but a lot of enemies (nagas and lizards), without the possibilty to hire anyone. There were also a bunch of helping elven. It was like the worldmap.
Annother thing about the worldmap. You should reduce the income of the hero (-2). On the other hand overtaking villages will lead in a mean gold minus. However this has no effect - as you start the next campaign with at least 100 Gold. However you can overwalk the first event by simply moving close to it and than kinda jump over the bridge.
A Final word, about this zombie boardgame thing. As there are a zillion zombies on that field, it takes a lot of time to get to your own round ... You can do nothing but to watch, thats annoying.
Buying the book did not work. If you like you can use the shop concept used in trapped, after all thats what sharing is about.
I think it is concept and I can give you the following advices:
Reconsider the number of mercs, 6 might be enough - but than you have to overwork the concept.
Reduce the unnecessary speaking in the first part, but on the other hand - when it concerns the story you should work that out.
You should make an option that allows to buy a whole team with one or two clicks (You could call that "quick hiring"). The other option would than be to choose unit by unit, as it is now. But at least this way, the players of your scenario can decide if they want to go through this.
So it is a good concept and you should work it out. Also you should try not to make it too complex.
I know that is getting hard, but I (now) know what I am talking about. So keep up the good work and good luck for the future of your campaign ...
Playtesters, please answer these questions:
1. Did you chose Yveen?
Not in the first tryout - in the firsttryout I choose to leave the her sister back, than I had to decide to convince her ... why should I do so, as the magician can advance to annother white mage if necessary. The second time I took her, but the healing effect is not as good - however she comes in handy against those ghouls in your kind of necromancer board game (north).
2. Is the intro scenario too wordy?
I think so ... but on the other hand you should work out the story ...
When first playing I simply clicked through it, when I played it a second time I really cared about reading and I admire your work so far, as you give the characters a real face - and you offer a lot of options (but maybe there are to many decisions and I was just confused).
3. For how long did you play the campaign and why did you eventually stop?
Hm, I stopped to post here and because I reached the end. Well I played around an hour, well proably a little bit more writing this comment.
4. Additional game comments:
I choose to take the dwarfen passage. After (of course) killing the dwarves and moving my hero to the signpost I finally came out on the map, before the decision to take the dwarfen path. So I now decided to pay the toll (however those dwarven should be dead by then, or at least enraged). I landed in a map with zero descriptions but a lot of enemies (nagas and lizards), without the possibilty to hire anyone. There were also a bunch of helping elven. It was like the worldmap.
Annother thing about the worldmap. You should reduce the income of the hero (-2). On the other hand overtaking villages will lead in a mean gold minus. However this has no effect - as you start the next campaign with at least 100 Gold. However you can overwalk the first event by simply moving close to it and than kinda jump over the bridge.
A Final word, about this zombie boardgame thing. As there are a zillion zombies on that field, it takes a lot of time to get to your own round ... You can do nothing but to watch, thats annoying.
Buying the book did not work. If you like you can use the shop concept used in trapped, after all thats what sharing is about.
I think it is concept and I can give you the following advices:
Reconsider the number of mercs, 6 might be enough - but than you have to overwork the concept.
Reduce the unnecessary speaking in the first part, but on the other hand - when it concerns the story you should work that out.
You should make an option that allows to buy a whole team with one or two clicks (You could call that "quick hiring"). The other option would than be to choose unit by unit, as it is now. But at least this way, the players of your scenario can decide if they want to go through this.
So it is a good concept and you should work it out. Also you should try not to make it too complex.
I know that is getting hard, but I (now) know what I am talking about. So keep up the good work and good luck for the future of your campaign ...
The future belongs to those, who believe in the beauty of their dreams.
Developer of: Trapped, Five Fates, Strange Legacy, Epical, UR Epic Era
Dungeonmasters of Wesnoth, Wild Peasants vs Devouring Corpses, Dwarf Dwarfson Dwarvenminer
Developer of: Trapped, Five Fates, Strange Legacy, Epical, UR Epic Era
Dungeonmasters of Wesnoth, Wild Peasants vs Devouring Corpses, Dwarf Dwarfson Dwarvenminer