Civil War
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Civil War
My brother and I have developed a new campaign.
It is called Civil War and tells the story of Malbo, a soldier who fights to stop the rebellion of a sector of the army agaisnt their democratic government.
It is set in Cunnicula, a human country. It have nothing with the original Wesnoth background.
It is our first campaign, but we have be very careful with the details.
We hope you play it and you like it.
Please, post feedback.
The campaign is in the campaign server.
It is called Civil War and tells the story of Malbo, a soldier who fights to stop the rebellion of a sector of the army agaisnt their democratic government.
It is set in Cunnicula, a human country. It have nothing with the original Wesnoth background.
It is our first campaign, but we have be very careful with the details.
We hope you play it and you like it.
Please, post feedback.
The campaign is in the campaign server.
I playtested it a bit. Apart from balance issues (for instance, in scenario 2, you mostly hang around watching your enemies way north without any way on influencing the outcome) it certainly adds a new dimension to Wesnoth: it' so...political.
Much as i hate using peasents, the Che-type leader made me pull it through. Viva la revolucion!
Just a suggestion: but why don't you transform the peasents into something other than the thief/poacher/blah thing with custom units: revolutionary guard, commisar, .... I think peasents turning chaotic and "evil" is not what you want in this storyline. Add a few corrupt landowners and dark mages (as industrialists). An undead event would be nice, something like "the spirits of our slain comrades arose to defend the land" (an event where you get allies against overwhelming odds).
The artwork is ...umm speecial. Most will think it ugly, but malbo does have a certain..how do you say it? ..."bravado"
Good work, guys! I like it
Much as i hate using peasents, the Che-type leader made me pull it through. Viva la revolucion!
Just a suggestion: but why don't you transform the peasents into something other than the thief/poacher/blah thing with custom units: revolutionary guard, commisar, .... I think peasents turning chaotic and "evil" is not what you want in this storyline. Add a few corrupt landowners and dark mages (as industrialists). An undead event would be nice, something like "the spirits of our slain comrades arose to defend the land" (an event where you get allies against overwhelming odds).
The artwork is ...umm speecial. Most will think it ugly, but malbo does have a certain..how do you say it? ..."bravado"
Good work, guys! I like it
I have fixed some things and we have version 0.1.1.
Here is the changelog:
0.1.1 (3/3/05)
- Scenario Balancing
- Reduced the gold of the enemy in An Army of Peasants (2nd scenario)
- Reduced XP requirement for peasants. Now they will become outlaws very quickly.
- Fixed some text.
- Fixed The Loyal Army (3rd scenario). The event related with the death of Niramto was missing.
We are thinking about increasing the number of turns.
Also, it is planned the presence of popular militia, and we thought that the Outlaws of Wesnoth would fit in that role.
We don't agree with caothic==evil, less in this campaign.
I wanted to have some undead, but I didn't know how to do it.
I don't know where, when or how assemble it, but I promise that will appear.
We wanted the people to imagine a well hardened warrior, who have deteriorated his armor and weapons (and even his face and body), but not his resolution to fight until the end.
The art is miser, but we want the people to get the idea of the characters.
I am not so clear about what 'barvado' means, but I think I get the point.
Here is the changelog:
0.1.1 (3/3/05)
- Scenario Balancing
- Reduced the gold of the enemy in An Army of Peasants (2nd scenario)
- Reduced XP requirement for peasants. Now they will become outlaws very quickly.
- Fixed some text.
- Fixed The Loyal Army (3rd scenario). The event related with the death of Niramto was missing.
We have given less gold to the enemy. Also, the reduced xp for peasants should give you units capable of face the enemy.Val wrote: in scenario 2, you mostly hang around watching your enemies way north without any way on influencing the outcome)
We are thinking about increasing the number of turns.
We don't agree. I think this campaign is about people who leave everything to fight for freedom. This peasants abandon their homes and becomes outlaws.Val wrote: Just a suggestion: but why don't you transform the peasents into something other than the thief/poacher/blah thing with custom units: revolutionary guard, commisar, .... I think peasents turning chaotic and "evil" is not what you want in this storyline.
Also, it is planned the presence of popular militia, and we thought that the Outlaws of Wesnoth would fit in that role.
We don't agree with caothic==evil, less in this campaign.
We will think about it.Add a few corrupt landowners and dark mages (as industrialists).
I really, really love this idea.Val wrote: An undead event would be nice, something like "the spirits of our slain comrades arose to defend the land" (an event where you get allies against overwhelming odds).
I wanted to have some undead, but I didn't know how to do it.
I don't know where, when or how assemble it, but I promise that will appear.
We know we are not great artists. But we think artwork is essential, specially for Malbo. It was very important because a Sergeant/Lieutenant/General didn't fit at first sight with the idea of a revolutionary.The artwork is ...umm speecial. Most will think it ugly, but malbo does have a certain..how do you say it? ..."bravado"
We wanted the people to imagine a well hardened warrior, who have deteriorated his armor and weapons (and even his face and body), but not his resolution to fight until the end.
The art is miser, but we want the people to get the idea of the characters.
I am not so clear about what 'barvado' means, but I think I get the point.
Thank you very much.Good work, guys! I like it
Version 0.1.2 released (this goes fast¿=it has lots of bugs?).
CHANGELOG:
0.1.2 (3/3/05)
- Scenario Balancing:
- The loyal Army
- Increased gold of Niramto (the good guy).
- Added towns in EASY and MEDIUM modes.
- Text fixing:
- Now Malbo flees instead of flying )
- Changed God for the Lords of Light.
0.1.1 (3/3/05)
- Scenario Balancing
- Reduced the gold of the enemy in An Army of Peasants (2nd scenario)
- Reduced XP requirement for peasants. Now they will become outlaws very quickly.
- Fixed some text.
- Fixed The Loyal Army (3rd scenario).
- Now the player is defeated when Niramto dies.
0.1.0 (2/3/05)
- First release
CHANGELOG:
0.1.2 (3/3/05)
- Scenario Balancing:
- The loyal Army
- Increased gold of Niramto (the good guy).
- Added towns in EASY and MEDIUM modes.
- Text fixing:
- Now Malbo flees instead of flying )
- Changed God for the Lords of Light.
0.1.1 (3/3/05)
- Scenario Balancing
- Reduced the gold of the enemy in An Army of Peasants (2nd scenario)
- Reduced XP requirement for peasants. Now they will become outlaws very quickly.
- Fixed some text.
- Fixed The Loyal Army (3rd scenario).
- Now the player is defeated when Niramto dies.
0.1.0 (2/3/05)
- First release
Version 0.1.3 in the server!
We are working hard in the next chapter.
CHANGELOG:
0.1.3 (4/3/05)
- Changed the format of the HABLA macro for allowing translation.
- Scenario fix
- Landing of the Saurians
- Rotate map: now the sea is in the South .
- Hacial now can't recruit priests (he didn't anyway).
- Turned desert mountains into normal mountains.
- Peasant Army
- Remove towers from the previous scenario (the boat couldn't carry them ).
- Text fix
-Landing of the Saurians
- The lacertians now land instead of upload .
- Minor changes in the Epilogue (Bizarro is not alone).
- Minor fixes I can't remember.
0.1.2 (3/3/05)
- Scenario Balancing:
- The loyal Army
- Increased gold of Niramto (the good guy).
- Added towns in EASY and NORMAL modes.
- Text fixing:
- Now Malbo flees instead of flying )
- Changed God for the Lords of Light.
0.1.1 (3/3/05)
- Scenario Balancing
- Reduced the gold of the enemy in An Army of Peasants (2nd scenario)
- Reduced XP requirement for peasants. Now they will become outlaws very quickly.
- Fixed some text.
- Fixed The Loyal Army (3rd scenario).
- Now the player is defeated when Niramto dies.
0.1.0 (2/3/05)
- First release
We are working hard in the next chapter.
CHANGELOG:
0.1.3 (4/3/05)
- Changed the format of the HABLA macro for allowing translation.
- Scenario fix
- Landing of the Saurians
- Rotate map: now the sea is in the South .
- Hacial now can't recruit priests (he didn't anyway).
- Turned desert mountains into normal mountains.
- Peasant Army
- Remove towers from the previous scenario (the boat couldn't carry them ).
- Text fix
-Landing of the Saurians
- The lacertians now land instead of upload .
- Minor changes in the Epilogue (Bizarro is not alone).
- Minor fixes I can't remember.
0.1.2 (3/3/05)
- Scenario Balancing:
- The loyal Army
- Increased gold of Niramto (the good guy).
- Added towns in EASY and NORMAL modes.
- Text fixing:
- Now Malbo flees instead of flying )
- Changed God for the Lords of Light.
0.1.1 (3/3/05)
- Scenario Balancing
- Reduced the gold of the enemy in An Army of Peasants (2nd scenario)
- Reduced XP requirement for peasants. Now they will become outlaws very quickly.
- Fixed some text.
- Fixed The Loyal Army (3rd scenario).
- Now the player is defeated when Niramto dies.
0.1.0 (2/3/05)
- First release
fun campaign so far
once the English is polished and with a little balancing, it could be one of the most enjoyable short ones. I like all the allusions to Spanish civil war and Franco, etc.
Science is what you know. Philosophy is what you don't know.
Bertrand Russell (1872-1970)
Bertrand Russell (1872-1970)
This campaign was last updated way back in March 2005. I highly doubt it's still being worked on. I don't think the author is still on the forums. It doesn't surprise me that such an old campaign has bugs when you try to load it.
Creator of Under the Burning Suns
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