The Young Khan (1.14 Dunefolk Campaign) NEW SERVER VERSION: Up to Scenario 12 now!
Moderator: Forum Moderators
- CalculusKing
- Posts: 58
- Joined: April 5th, 2016, 9:20 am
Re: The Young Khan (1.14 Dunefolk Campaign) BALANCE PATCH
BALANCE PATCH:
-Scenario 4 player money reduced
-Scenario 4 "Captain of the Guard" ceases recruitment after turn 27. This nullifies his high income later on while still allowing him to field an impressive army in the early and mid game.
-Scenario 5 enemy money boosted
-Scenario 5 ally money reduced
KNOWN BUGS:
-"Image not found" sometimes appears at the location of the leader of the rebels in Scenario 5.
-Scenario 4 player money reduced
-Scenario 4 "Captain of the Guard" ceases recruitment after turn 27. This nullifies his high income later on while still allowing him to field an impressive army in the early and mid game.
-Scenario 5 enemy money boosted
-Scenario 5 ally money reduced
KNOWN BUGS:
-"Image not found" sometimes appears at the location of the leader of the rebels in Scenario 5.
- Attachments
-
- The_Young_Khan.zip
- (1.89 MiB) Downloaded 388 times
Last edited by CalculusKing on June 28th, 2018, 2:35 am, edited 3 times in total.
- CalculusKing
- Posts: 58
- Joined: April 5th, 2016, 9:20 am
Re: The Young Khan (1.14 Dunefolk Campaign) BALANCE PATCH
FEEDBACK REQUEST:
- I am concerned primarily about the balance of Scenarios 4 and 5 at the moment. Replays and feedback on difficulty greatly appreciated.
- I would also like feedback on the dialog and events.
- It would be amazing if someone with WML knowledge could take a peek at some of my .cfg scenario files and comment on my programming style. I don't want to have spaghetti code or rube goldberg machines if I can help it.
Special thanks to Inky for the replays and Ravana for pointing out a WML language plugin for Notepad++.
- I am concerned primarily about the balance of Scenarios 4 and 5 at the moment. Replays and feedback on difficulty greatly appreciated.
- I would also like feedback on the dialog and events.
- It would be amazing if someone with WML knowledge could take a peek at some of my .cfg scenario files and comment on my programming style. I don't want to have spaghetti code or rube goldberg machines if I can help it.
Special thanks to Inky for the replays and Ravana for pointing out a WML language plugin for Notepad++.
- CalculusKing
- Posts: 58
- Joined: April 5th, 2016, 9:20 am
Re: The Young Khan (1.14 Dunefolk Campaign) BALANCE PATCH
TODO:
-Get scenario 6 out.
-Finish planning Act II.
-Get scenario 6 out.
-Finish planning Act II.
Re: The Young Khan (1.14 Dunefolk Campaign) BALANCE PATCH
Quick note on posting: if it hasn't been very long since your last post it's better to edit your previous post rather than making a new one, so the thread doesn't get too cluttered.
Back to the campaign...
Ahem...
In scenario 4, maybe the blue dwarf leader who starts next to you could use a bit more gold, right now it's pretty easy to go straight to his keep and crush him. Meanwhile the purple dwarves kindly got rid of the other 3 enemy leaders for me. Due to the large amount of villages I ended this map with huge carryover (360) giving me 600 starting gold in the next scenario, not sure if it will make it too easy.
Small visual thing: Even after you get the loyal Orc warrior and heavy infantrymen units, their images still remain in the dungeon.
EDIT: Also I noticed that event on Turn 27 didn't trigger, I think it should be
---
Took a quick look at the WML, it looks fine but if you want it could be made much shorter and more readable with macros.
Here's a handy list of the built in ones: https://www.wesnoth.org/macro-reference.xhtml
For example
You can also define your own, for example in Scenario 5 you have a whole bunch of blocks like this:
so you could write a macro like this (you don't need to include stuff like immutable=yes because that is the default value):
and then you could rewrite the above block using the macro as
Back to the campaign...
ahAHAHAahaAHa burn little dwarves!CalculusKing wrote: ↑June 24th, 2018, 9:33 am I've tied the recruitment of burners in scenario 3 to an event that the player should fire before they spend all of their gold. Feel free to sate your deepest pyromaniac desires.
Ahem...
In scenario 4, maybe the blue dwarf leader who starts next to you could use a bit more gold, right now it's pretty easy to go straight to his keep and crush him. Meanwhile the purple dwarves kindly got rid of the other 3 enemy leaders for me. Due to the large amount of villages I ended this map with huge carryover (360) giving me 600 starting gold in the next scenario, not sure if it will make it too easy.
Small visual thing: Even after you get the loyal Orc warrior and heavy infantrymen units, their images still remain in the dungeon.
EDIT: Also I noticed that event on Turn 27 didn't trigger, I think it should be
name= side 4 turn 27
, not name=turn 27 side 4
---
Took a quick look at the WML, it looks fine but if you want it could be made much shorter and more readable with macros.
Here's a handy list of the built in ones: https://www.wesnoth.org/macro-reference.xhtml
For example
STARTING_VILLAGES SIDE RADIUS
is a useful one for giving a side all the villages within a certain radius of the leader's start position.You can also define your own, for example in Scenario 5 you have a whole bunch of blocks like this:
Code: Select all
[label]
category=""
color="221,221,221"
immutable=yes
side=0
team_name=""
text="Plain of Sacrifice"
tooltip=""
visible_in_fog=yes
visible_in_shroud=no
x=8
y=32
[/label]
Code: Select all
#define GREY_LABEL TEXT X Y
[label]
color="221,221,221"
text={TEXT}
x={X}
y={Y}
[/label]
#enddef
{GREY_LABEL "Plain of Sacrifice" 8 32}
.- Attachments
-
- TYK-Valley of Masks replay.gz
- Scenario 4
- (77.12 KiB) Downloaded 434 times
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- TYK-Demons and Dirtgrubbers replay.gz
- Scenario 3 (new version)
- (26.18 KiB) Downloaded 462 times
Screenshot playthroughs: Let's Play Dead Water, Let's Play Invasion from the Unknown and Let's Play After the Storm
- CalculusKing
- Posts: 58
- Joined: April 5th, 2016, 9:20 am
Re: The Young Khan (1.14 Dunefolk Campaign) BALANCE PATCH
That (much of the image placement and AI starting unit placement, all village ownership, time areas) is WML code generated by the scenario editor. I would code it myself, but it is much faster just to have the scenario editor print WML to a dummy scenario file for copypasting later. It gives me more time to focus on balance and event scripting.Took a quick look at the WML, it looks fine but if you want it could be made much shorter and more readable with macros.
Nice and crispy, no? Goes well with ketchup I hear.ahAHAHAahaAHa burn little dwarves!
Ahem...
Yeah, that scenario is a nightmare to balance. I'm probably going to delete a lot of villages and I might add another invader player with a modest amount of gold or reposition the drakes on the other side of the field to make room for a bigger undead army. I could also reduce dwarf CotG money, but I like having a big battle. (probably another balance patch in the works soon)In scenario 4, maybe the blue dwarf leader who starts next to you could use a bit more gold, right now it's pretty easy to go straight to his keep and crush him. Meanwhile the purple dwarves kindly got rid of the other 3 enemy leaders for me. Due to the large amount of villages I ended this map with huge carryover (360) giving me 600 starting gold in the next scenario, not sure if it will make it too easy.
What do you think of how I've been doing exposition? Is the story as presented in-game good? Do you want to see how it ends? Are the villains portrayed well? Any particular lines to cut or shorten (or add or lengthen)?
Thanks again for the replays and commentary.
Lastly, I'll get those two bugs (non-firing event and soldier images left behind) resolved sometime soon.
Re: The Young Khan (1.14 Dunefolk Campaign) BALANCE PATCH
Oh cool, didn't know you could use the scenario editor to do those things for you. Learn something new every day!
Scenario 5: It was quite an intense battle in the beginning! I would suggest making the allied leader (Freda) passive because right now she rushes out to attack and it's very hard/impossible to protect her, in my replay she walks right up to the green dwarf's keep on turn 5 and almost gets mauled to death by him
The bridge/chasm terrain in scenario 5 was a bit confusing, it looks exactly like a chasm but since it's also a bridge units can walk onto it, making them look like they're just floating in thin air.
Scenario 5: It was quite an intense battle in the beginning! I would suggest making the allied leader (Freda) passive because right now she rushes out to attack and it's very hard/impossible to protect her, in my replay she walks right up to the green dwarf's keep on turn 5 and almost gets mauled to death by him
The bridge/chasm terrain in scenario 5 was a bit confusing, it looks exactly like a chasm but since it's also a bridge units can walk onto it, making them look like they're just floating in thin air.
I think the story's really well written and it does make me want to find out what happens next! The villains just seem like your typical crazed evil fanatics, only motivated by power, but that's a very common thing in Wesnoth so I don't see anything wrong with it. The dialogue sounded good to me, I can't think of any specific place where it thought it was too long/too short.CalculusKing wrote: ↑June 29th, 2018, 3:49 am What do you think of how I've been doing exposition? Is the story as presented in-game good? Do you want to see how it ends? Are the villains portrayed well? Any particular lines to cut or shorten (or add or lengthen)?
- Attachments
-
- TYK-Assault on Kal Karrag replay.gz
- Scenario 5
- (91.38 KiB) Downloaded 402 times
Screenshot playthroughs: Let's Play Dead Water, Let's Play Invasion from the Unknown and Let's Play After the Storm
- CalculusKing
- Posts: 58
- Joined: April 5th, 2016, 9:20 am
Re: The Young Khan (1.14 Dunefolk Campaign) BALANCE PATCH
NEW PATCH:
- Fixed the bug involving images of the orc and heavy inf from scen 4 being left behind
- Fixed the bug causing the event which stops recruitment by the captain of the guard not to fire
- Rebalanced scenario 4: lots of villages removed, undead AI given more gold, drakes moved to other side of valley, dwarf outpost next to human player gets more gold
- Allied leader in Scen 5 is now flagged as a 'guardian' by the AI and should not move from her position
- Freda, the allied leader in Scen 5, is renamed 'Gerta' due to another character later on having the name Winfred, which is too similar for my purposes.
KNOWN BUGS:
- "Image not found" on Gerta's position
FEEDBACK REQUEST:
- Please restart the campaign from scratch and play though scenario 4 (playing 5 again after that would be great, too).
TODO:
- Continue work on Act II
- Maybe release some plot details after a bit more refining.
- Figure out that last bug.
- Moar balancing
Thanks again to Inky for feedback.
- Fixed the bug involving images of the orc and heavy inf from scen 4 being left behind
- Fixed the bug causing the event which stops recruitment by the captain of the guard not to fire
- Rebalanced scenario 4: lots of villages removed, undead AI given more gold, drakes moved to other side of valley, dwarf outpost next to human player gets more gold
- Allied leader in Scen 5 is now flagged as a 'guardian' by the AI and should not move from her position
- Freda, the allied leader in Scen 5, is renamed 'Gerta' due to another character later on having the name Winfred, which is too similar for my purposes.
KNOWN BUGS:
- "Image not found" on Gerta's position
FEEDBACK REQUEST:
- Please restart the campaign from scratch and play though scenario 4 (playing 5 again after that would be great, too).
TODO:
- Continue work on Act II
- Maybe release some plot details after a bit more refining.
- Figure out that last bug.
- Moar balancing
Thanks again to Inky for feedback.
- Attachments
-
- The_Young_Khan.zip
- (1.9 MiB) Downloaded 379 times
- CalculusKing
- Posts: 58
- Joined: April 5th, 2016, 9:20 am
Re: The Young Khan (1.14 Dunefolk Campaign) ANOTHER PATCH
ACT II STORY:
Spoiler:
Last edited by CalculusKing on July 5th, 2018, 10:18 am, edited 1 time in total.
- CalculusKing
- Posts: 58
- Joined: April 5th, 2016, 9:20 am
Re: The Young Khan (1.14 Dunefolk Campaign) ANOTHER PATCH
Reviewing Inky's Last Replays:
- Mood seems to be very appropriate in scenario 5: everything absolutely frantic at start.
- Scen 4 was unbalanced: recent patch should change this.
Thoughts on next patch:
- Thinking on adding thugs to the recruit list when poachers and footpads are introduced in Scen 4. I was concerned about crowding out dunefolk units, but then I remembered how subpar the thug upgrades are, thus discouraging the player from relying on them too much (and punishing them later on if they get lots of thugs).
- Scenario 6's map is proceeding well. I'm discarding the scenario 6 map currently found in the add-on maps folder and replacing it with a different one.
Scenario 6 map (slightly incomplete):
- Almost complete map for scen 6 is attached. The scenario should proceed like so:
- Mood seems to be very appropriate in scenario 5: everything absolutely frantic at start.
- Scen 4 was unbalanced: recent patch should change this.
Thoughts on next patch:
- Thinking on adding thugs to the recruit list when poachers and footpads are introduced in Scen 4. I was concerned about crowding out dunefolk units, but then I remembered how subpar the thug upgrades are, thus discouraging the player from relying on them too much (and punishing them later on if they get lots of thugs).
- Scenario 6's map is proceeding well. I'm discarding the scenario 6 map currently found in the add-on maps folder and replacing it with a different one.
Scenario 6 map (slightly incomplete):
- Almost complete map for scen 6 is attached. The scenario should proceed like so:
Spoiler:
- Attachments
-
- new6.map
- (19.54 KiB) Downloaded 394 times
Last edited by CalculusKing on July 5th, 2018, 10:18 am, edited 1 time in total.
- CalculusKing
- Posts: 58
- Joined: April 5th, 2016, 9:20 am
Re: The Young Khan (1.14 Dunefolk Campaign) ANOTHER PATCH
ACT III Story:
Spoiler:
Last edited by CalculusKing on July 5th, 2018, 10:17 am, edited 1 time in total.
- CalculusKing
- Posts: 58
- Joined: April 5th, 2016, 9:20 am
Re: The Young Khan (1.14 Dunefolk Campaign) ANOTHER PATCH
ACT IV Story:
Spoiler:
Last edited by CalculusKing on July 5th, 2018, 10:17 am, edited 4 times in total.
- CalculusKing
- Posts: 58
- Joined: April 5th, 2016, 9:20 am
Re: The Young Khan (1.14 Dunefolk Campaign) NEW MAPS
I have the maps for scenarios 7, 8, and 9 done (note: images may be inserted in the .cfg scenario file to make them look even better). WML coding for Scenarios 6, 7, 8, and 9 begins immediately.
Scenarios 7, 8, and 9 are discussed below:
Scenarios 7, 8, and 9 are discussed below:
Spoiler:
- Attachments
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- 09_A_False_King.map
- (8.82 KiB) Downloaded 385 times
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- 08_Taking_Westin.map
- (9.24 KiB) Downloaded 372 times
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- 07_The_Wedding_Joust.map
- (9.27 KiB) Downloaded 391 times
- CalculusKing
- Posts: 58
- Joined: April 5th, 2016, 9:20 am
Re: The Young Khan (1.14 Dunefolk Campaign) NEW VERSION
ADD-ON SERVER EDITION (get it on the add-on server)
- tweaked gold amounts for scenarios 4 and 5
- changed the modifications for the loyal dune piercers and hvy. inf from Scen 2 and Scen 4, respectively
- slightly tweaked some dialogue
- added thugs to recruit list at the same time poachers and footpads are allowed
- removed placeholder portraits
- finally got the ally in Scen. 5 to stay still and not do suicidal stuff (as it turns out, setting max MP to zero works wonders).
- improved the choice of music for the scenarios (listening intently to the entire Wesnoth soundtrack a few times is pretty time-consuming, but rewarding)
TODO:
- get next 4 scenarios out
- get maps made for Act III
As a courtesy and for reference, the new version is also attached below.
- tweaked gold amounts for scenarios 4 and 5
- changed the modifications for the loyal dune piercers and hvy. inf from Scen 2 and Scen 4, respectively
- slightly tweaked some dialogue
- added thugs to recruit list at the same time poachers and footpads are allowed
- removed placeholder portraits
- finally got the ally in Scen. 5 to stay still and not do suicidal stuff (as it turns out, setting max MP to zero works wonders).
- improved the choice of music for the scenarios (listening intently to the entire Wesnoth soundtrack a few times is pretty time-consuming, but rewarding)
TODO:
- get next 4 scenarios out
- get maps made for Act III
As a courtesy and for reference, the new version is also attached below.
- Attachments
-
- The_Young_Khan_0_0_1.zip
- (1.24 MiB) Downloaded 388 times
- CalculusKing
- Posts: 58
- Joined: April 5th, 2016, 9:20 am
Re: The Young Khan (1.14 Dunefolk Campaign) v0.0.1 RELEASED
TIMELINE OF EVENTS:
Spoiler:
- CalculusKing
- Posts: 58
- Joined: April 5th, 2016, 9:20 am
Re: The Young Khan (1.14 Dunefolk Campaign) SCENARIO 6
Scenario 6 is now posted with its slightly revised map. Note, however, that it is not yet included in the add-on server. This is because I plan to release the next few scenarios together.
TODO:
- Finish scenarios 7,8,9
TODO:
- Finish scenarios 7,8,9
- Attachments
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- 06_Tremors_In_The_Deep.map
- (19.9 KiB) Downloaded 369 times
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- 06_Tremors_In_The_Deep.cfg
- (22.4 KiB) Downloaded 372 times