Rhuvaen wrote:Just briefly, in the first scenario, you need to replace "Lieutant" with "Lieutenant" for it to work.
I tried the first scenario, and must say while I find the story fascinating the Akladian units are all rather bland. None of them have ranged combat, and only one has any abilities, and they are all neutral.
In the story dialogue, there are a lot of references to an entity named "god", which I don't know if it's suitable to place in a fantasy-themed game.
EDIT: your campaign shows a Konrad icon in the campaigns dialog...
szopen wrote:In fact this is result of last-minut corrections to made "normal" and "hard" leevls a bit harder.
Ranged is out of question. I guess I will try more variations with movement, resistance and alignment.
Warrior Hvy. Infantry Chieftain
(lvl 1) (lvl 2) (lvl 2)
36 hp 62 hp 36 hp
5 moves 4 moves 6 moves
8-3 pierce 16-2 blade 7-3 blade
10% blade 10% blade 10% blade
-10% cold -10% cold -10% cold
0% fire 0% fire 0% fire
0% holy 0% holy 0% holy
20% impact 10% impact 10% impact
10% pierce 10% pierce 10% pierce
Grass 60% 1 ...same... ...same...
Forest 40% 3
Hills 60% 2
Mount. 70% 3
...references to an entity named "god"...
Of course it is. Are there not gods in fantasy worlds? ...
However, it is not "our" God.
Rhuvaen wrote:Overall I don't find the concept of Heavy Infantry to fit with the Akladian idea...
1). Why are they so slow in forest? For all other foot units, defense in
- give them more and slightly weaker attacks, which fits with the theme that they are agile warriors (and more likely to hit and damage their enemies!)
- move cost of 2 in forests
EDIT: I think that having a level 4 recruitable elite unit breaks with the rest of Wesnoth and should be seriously avoided.
Besides, I think it's funny that you say that in Wesnoth there are no gods but the Akladians burn down all their temples .
Maybe the story dialog should say that the Wesnothians worshipped their book lore, science, and magic, and were misguided in that way, rather that they had temples everywhere...
Overall, I don't really like that the Akladians seem to be fascism introduced into the world of Wesnoth
szopen wrote:I am not posting it on official campaign server since it is not finished. Far from it. I am posting here because I want a feedback from people.
Dave wrote:szopen wrote:I am not posting it on official campaign server since it is not finished. Far from it. I am posting here because I want a feedback from people.
One of the purposes of the campaign server is to actually allow people to post unfinished campaigns and then point other people to them to try out and give feedback.
It's your choice of course, but I think it's actually a very easy and effective distribution mechanism.
szopen wrote:[quote="Rhuvaen"1). Why are they so slow in forest? For all other foot units, defense in
szopen wrote:3) defense Akladians are taller and stronger than people. I wanted them to have large defense not because they can dodge the hits, but because they are skilled enough to block enemy blow OR avoid it.
szopen wrote:Also, since they do not like forests i think they should have less defense in forests (in fact, i can't understand why ANY unit should have better defense in forests. I think it merely reflects how unit is accustomed to fight in given territory, so elves, loving and living in forests should fight there better, and Akladians, who avoid them, should fight worse.
Users browsing this forum: Bing [Bot], Rei 2 IRC Bot [Bot] and 1 guest