Saurian campaign

Discussion and development of scenarios and campaigns for the game.

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mpolo
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Saurian campaign

Post by mpolo »

I have (more or less) the first two scenarios of my Saurian campaign. Actually it is probably really scenarios 1 and 3... I'd appreciate any comments. I'll keep putting the current version as an attachment to this post.
Attachments
saurians-0.1.tar.gz
New version -- three scenarios.
(60 KiB) Downloaded 197 times
Last edited by mpolo on December 17th, 2004, 9:08 pm, edited 1 time in total.
Mkgego
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Post by Mkgego »

Campaign server = ???


Bugs: Second level, when Ss... speaks before the fight beginns he doesnt speak but a bubble is open...
Last edited by Mkgego on December 15th, 2004, 10:31 pm, edited 1 time in total.
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MadMax
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Post by MadMax »

Looking at the WML of your units, I think your saurians have too many hitpoints and (especially the upper-level ones) too strong of an attack to fit in well with the Skirmisher and Tribalist.
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Elvish_Pillager
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Post by Elvish_Pillager »

It's really fun! I especially like the way you made your leader have attacks as powerful as one level above its own, so it can level up easier.

Two problems:
1) Why doesn't the Skald have Skirmisher?
2) The nagas are incredibly wimpy, at least in HARD mode.

Two suggestions:
1) Put a castle in the middle of Freedom, so that you can recruit there. It's a real nuisance having to stay behind with my leader in order to recruit.
2) Let you control the nagas. Units are much more powerful in the hands of a human.
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mpolo
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Post by mpolo »

I haven't figured out why that bubble doesn't get filled with text -- will look into it. The Skalds probably have too many hitpoints, the leader has more almost by "definition". I agree that the nagas ought to go under human control (it also lets you protect the "advisor" figure). The idea with an extra castle is a good one. Thanks, all.
Mkgego
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Post by Mkgego »

Yeah a castle in the middle is something that I would also recommend...a second orc outpost...something like that ^^
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Elvish_Pillager
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Post by Elvish_Pillager »

Mkgego wrote:a second orc outpost...something like that ^^
Yeah, maybe a really wimpy Orc in an encampment in the center.
It's all fun and games until someone loses a lawsuit. Oh, and by the way, sending me private messages won't work. :/ If you must contact me, there's an e-mail address listed on the website in my profile.
mpolo
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Post by mpolo »

I can't figure out how to upload to the campaign server -- I'm sure I'm missing something obvious. In any case, I have one more level ready (actually between the two old ones). (Uploaded above.)

In both the second and third level, the last [message] is getting eaten, and I can't see why. Could someone look at this? Also, how is the bonus for early finish computed? It just gave me 102 gp per turn, which is pretty extreme!
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Gafgarion
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Post by Gafgarion »

mpolo wrote:I can't figure out how to upload to the campaign server -- I'm sure I'm missing something obvious. In any case, I have one more level ready (actually between the two old ones). (Uploaded above.)

In both the second and third level, the last [message] is getting eaten, and I can't see why. Could someone look at this? Also, how is the bonus for early finish computed? It just gave me 102 gp per turn, which is pretty extreme!
The Wiki page regarding .pbl files and the campaign server can be found at http://wesnoth.slack.it/?PblWML. I don't know how helpful that page is, though, since I've never attempted to publish a campaign on the campaign server.
I hope it's able to help you. If it doesn't, though, try doing a forum search; I'm sure it's been discussed before.
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Post by Invisible Philosopher »

mpolo wrote:how is the bonus for early finish computed?
I believe it is (number of turns left) times (number of villages on map + 2)
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Elvish_Pillager
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Post by Elvish_Pillager »

Invisible Philosopher wrote:
mpolo wrote:how is the bonus for early finish computed?
I believe it is (number of turns left) times (number of villages on map + 2)
Probably that's also multiplied by the gold per village.
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Post by Invisible Philosopher »

Elvish Pillager wrote:Probably that's also multiplied by the gold per village.
It is not.
playlevel.cpp wrote:const int finishing_bonus_per_turn = map.villages().size()*game_config::village_income + game_config::base_income;
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MadMax
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Post by MadMax »

Here is why the message in Freedom is getting eaten:

Code: Select all

message = _ "Let us fight to the death rather than live as slaves!"
should be

Code: Select all

message= _ "Let us fight to the death rather than live as slaves!"
Also, nice sea witch graphic :) !
"ILLEGITIMIS NON CARBORUNDUM"

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http://www.wesnoth.org/wiki/FlightToFreedom
mpolo
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Post by mpolo »

I figured out how to get the campaign server to work, so the current version is now there. The Sea Witch makes her debut in scenario 4.

How is the balance on these scenarios (and the "special units")?
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Elvish_Pillager
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Post by Elvish_Pillager »

Invisible Philosopher wrote:
Elvish Pillager wrote:Probably that's also multiplied by the gold per village.
It is not.
playlevel.cpp wrote:const int finishing_bonus_per_turn = map.villages().size()*game_config::village_income + game_config::base_income;
Yes, it is. village_income is the gold per village!
It's all fun and games until someone loses a lawsuit. Oh, and by the way, sending me private messages won't work. :/ If you must contact me, there's an e-mail address listed on the website in my profile.
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