The Black Cross of Aleron (formerly Besieged Druids)
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Re: Besieged Druids campaign
Scenario 3:
Scenario 4:
Scenario 5:
Sorta on a break from the forums ATM, have been for a while. If I was doing something for/with you and I haven't recently, that's why, I will be back soon hopefully.
Re: Besieged Druids campaign
Scenario 6:
Sorta on a break from the forums ATM, have been for a while. If I was doing something for/with you and I haven't recently, that's why, I will be back soon hopefully.
Re: Besieged Druids campaign
Scenario 7:
Sorta on a break from the forums ATM, have been for a while. If I was doing something for/with you and I haven't recently, that's why, I will be back soon hopefully.
- Celtic_Minstrel
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Re: Besieged Druids campaign
Um... that overlay implies "hero" to me, not "cannot die". While it's true that they often overlap, there's no reason why they must always do so. Besides this, the merman isn't even on your side (it's on an allied side, yes, but not your own side).TheScribe wrote:Spoiler:Spoiler:
Nitpicking
Hmm... that looks like a lot of gold in the last three scenarios, but since you'd probably have lots of level 2's and 3's by then, it may not be a problem. I think I won't alter it yet, at least.nuorc wrote:EDIT To make my comment a little more substantial I've just looked up my starting gold:Spoiler:
TheScribe
Celtic_Minstrel wrote:I was a little dubious about making the leader level 3, so I'll probably go ahead and revert that part. Do you think making Erendor level 3 would have the same sort of general effect?
Re: Besieged Druids campaign
Scenario 6:
Scenario 7:
Spoiler:
Sorta on a break from the forums ATM, have been for a while. If I was doing something for/with you and I haven't recently, that's why, I will be back soon hopefully.
- Celtic_Minstrel
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Re: Besieged Druids campaign
I'm not sure what you mean by that last sentence, but for the rest... they need increased aggression or something so that they'll actually move forward and try to kill him.TheScribe wrote:Spoiler:
Re: Besieged Druids campaign
Increased aggression would help, though you'll probably need some ai modification tags to tell it to try to kill the necromancer. (as opposed to the other leaders)
Spoiler:
Sorta on a break from the forums ATM, have been for a while. If I was doing something for/with you and I haven't recently, that's why, I will be back soon hopefully.
- Celtic_Minstrel
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Re: Besieged Druids campaign
See, I already had these tags, but something else is preventing them from taking effect, and I think it's aggression or caution or something.TheScribe wrote:though you'll probably need some ai modification tags to tell it to try to kill the necromancer.
I guess it shouldn't be too hard to give the orcs less gold in this case...TheScribe wrote:Spoiler:
(Sorry I've been absent for awhile; school happened. I haven't abandoned this; perhaps over Christmas I can get a new version out.)
Re: Besieged Druids campaign
Well, it's not so much that he has too much gold, but also that he has a recall list with high level units on it. (I know he can recruit them, but recalling is usually cheaper for higher levels)
I'll pick it back up once you release a new version.
I'll pick it back up once you release a new version.
Sorta on a break from the forums ATM, have been for a while. If I was doing something for/with you and I haven't recently, that's why, I will be back soon hopefully.
- Celtic_Minstrel
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Re: Besieged Druids campaign
Ah, the recall list. Hm. That needs a little more thought then... I'll probably have to do some magic to filter his recall list...
Re: Besieged Druids campaign
In the 5th scenario (Along the coast) I keep getting a WML error relating to scatter_units. Haven't had time to drill into the code to see why.
A witty saying proves nothing.
-Voltaire
-Voltaire
Re: Besieged Druids campaign
I got the same one in several scenarios – looks like the tag is used but is not recognized by the engine, so it is ignored (apart from the warning).blackjack wrote:In the 5th scenario (Along the coast) I keep getting a WML error relating to scatter_units. Haven't had time to drill into the code to see why.
This doesn't hinder the playing and finishing the campaign, but if these are enemy units which are to be scattered, this might make the scenarios in question much easier than intended.
Also, I really like these abilities and the custom upgrades enabled by them. I specially like the treewalker ability.
Re: Besieged Druids campaign
Just played through the campaign! I like it a lot, it has some interesting new ideas. I especially liked the elven treewalker and priestess chains, those were cool (though I didn't discover the treewalker until the last scenario, and she died in a turn anyways).
I do think you should warn the players about the mermen going away; people might waste artifacts on them. Also, the scenario against the lich could have been a little more climactic. Some sort of twist, maybe.
Overall, though, I loved the campaign!
I do think you should warn the players about the mermen going away; people might waste artifacts on them. Also, the scenario against the lich could have been a little more climactic. Some sort of twist, maybe.
Overall, though, I loved the campaign!
- Celtic_Minstrel
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Re: Besieged Druids campaign
I'm pretty sure the merfolk come back in the last scenario though? Possibly only in certain conditions.
At some point, hopefully this summer, I hope to update it for the new 1.12 version of Wesnoth and add an extra scenario, so if you liked it, watch this space!
At some point, hopefully this summer, I hope to update it for the new 1.12 version of Wesnoth and add an extra scenario, so if you liked it, watch this space!
- Celtic_Minstrel
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Re: Besieged Druids campaign
I've updated this for Wesnoth 1.12 and uploaded it to the add-ons server. I have not, however, added the extra scenario or any new content. Perhaps that will come later.
There's still one bug where the AIs without a leader still go after villages when they're not supposed to. I'm not sure if that's a problem with my scenario or with Wesnoth itself.
There's still one bug where the AIs without a leader still go after villages when they're not supposed to. I'm not sure if that's a problem with my scenario or with Wesnoth itself.