Search found 175 matches
- September 5th, 2026, 4:48 am
- Forum: Scenario & Campaign Development
- Topic: The Harvest - a Myth: The Fallen Lords ispired scenario emulating a core campaign experience.
- Replies: 55
- Views: 9780
Re: The Harvest - a Myth: The Fallen Lords ispired scenario emulating a core campaign experience.
Hey, guys
I can see that the campaign was downloaded almost 400 times already, but I still can't hear any feedback.
Did you actually play it? Were the goals clear, the levels fun?
I think I will call the next level "Tomb Rabies". "Tomb rabie" -> "Tombie" -> "Zombie"... you get it? Haha.
I can see that the campaign was downloaded almost 400 times already, but I still can't hear any feedback.
Did you actually play it? Were the goals clear, the levels fun?
I think I will call the next level "Tomb Rabies". "Tomb rabie" -> "Tombie" -> "Zombie"... you get it? Haha.
- May 27th, 2026, 6:24 am
- Forum: Scenario & Campaign Development
- Topic: The Harvest - a Myth: The Fallen Lords ispired scenario emulating a core campaign experience.
- Replies: 55
- Views: 9780
Re: The Harvest - a Myth: The Fallen Lords ispired scenario emulating a core campaign experience.
I have just published the updated campaign version.
This is the first time I am happy with The Vampire Strikes Back scenario. I actually enjoyed it while testing, difficulty is at the intended level and the AI always seems to be exactly one step ahead of the player. Most importantly - it doesn't ...
This is the first time I am happy with The Vampire Strikes Back scenario. I actually enjoyed it while testing, difficulty is at the intended level and the AI always seems to be exactly one step ahead of the player. Most importantly - it doesn't ...
- May 26th, 2026, 9:53 am
- Forum: WML Workshop
- Topic: Programming an AI side to "foolishly defend" a hex
- Replies: 10
- Views: 349
Re: Programming an AI side to "foolishly defend" a hex
I have done something like that recently. There were two instances, where I needed the AI to block the hexes from the player no matter what. At the end I decided to fool-proof the script by removing the micro_ai's entirely.
Consider the following:
[event]
name=side 2 turn refresh
first_time ...
Consider the following:
[event]
name=side 2 turn refresh
first_time ...
- May 21st, 2026, 3:58 pm
- Forum: Scenario & Campaign Development
- Topic: The Harvest - a Myth: The Fallen Lords ispired scenario emulating a core campaign experience.
- Replies: 55
- Views: 9780
Re: The Harvest - a Myth: The Fallen Lords ispired scenario emulating a core campaign experience.
I am slowly finishing the reengineer of The Vampire Strikes Back . New algorithms should make it run more smoothly. So far I am testing it and there are no significant slowdowns. I have also slightly edited the map to better fit the implemented challenges. I should publish it in few days, as version ...
- May 18th, 2026, 5:16 am
- Forum: Scenario & Campaign Development
- Topic: The Harvest - a Myth: The Fallen Lords ispired scenario emulating a core campaign experience.
- Replies: 55
- Views: 9780
Re: The Harvest - a Myth: The Fallen Lords ispired scenario emulating a core campaign experience.
The campaign is not meant to have a "canon experience". By design, if you do something unusual, e.g., lose a loyal unit, then you don't "miss out" on net content - instead you unlock alternative outcomes. There is lots and lots of mutually exclusive dialog, rewards, cutscenes, so if you make ...
- May 17th, 2026, 5:06 pm
- Forum: Scenario & Campaign Development
- Topic: The Harvest - a Myth: The Fallen Lords ispired scenario emulating a core campaign experience.
- Replies: 55
- Views: 9780
Re: The Harvest - a Myth: The Fallen Lords ispired scenario emulating a core campaign experience.
WLFobe, excuse me if I misunderstood your post - having 4 villages meets the objective, too. You can have more and still get early finish bonus. So does 5,6,7...
The point of this objective is not to loose villages, but you can have more and keep the early finish bonus. The objective says you need ...
The point of this objective is not to loose villages, but you can have more and keep the early finish bonus. The objective says you need ...
- May 17th, 2026, 2:21 am
- Forum: Scenario & Campaign Development
- Topic: The Harvest - a Myth: The Fallen Lords ispired scenario emulating a core campaign experience.
- Replies: 55
- Views: 9780
Re: The Harvest - a Myth: The Fallen Lords ispired scenario emulating a core campaign experience.
If you hold more than 3 villages, that is also fine. If you hold less than 3, there will be not enough room for the villagers and they start getting lost in the woods, hence the loss of early finish bonus.
I intend to rebalance this level. Right now it is a bit difficult, isn't it? To me it feels ...
I intend to rebalance this level. Right now it is a bit difficult, isn't it? To me it feels ...
- May 16th, 2026, 10:13 pm
- Forum: Scenario & Campaign Development
- Topic: The Harvest - a Myth: The Fallen Lords ispired scenario emulating a core campaign experience.
- Replies: 55
- Views: 9780
Re: The Harvest - a Myth: The Fallen Lords ispired scenario emulating a core campaign experience.
1. Wolves are Team 3 (green, hidden), whereas bandits are the Brown Team (4 or 5 I think).
2. You need to hold 3 villages at any time. Which means that early finish bonus is lost as soon as you drop below 3 villages, by the means of enemy captures.
I can see the issue. River Dead featured an ...
2. You need to hold 3 villages at any time. Which means that early finish bonus is lost as soon as you drop below 3 villages, by the means of enemy captures.
I can see the issue. River Dead featured an ...
- May 13th, 2026, 6:41 pm
- Forum: WML Workshop
- Topic: Double delayed variable substitition.
- Replies: 5
- Views: 197
Re: Double delayed variable substitition.
I already know that changing to
What is the rationale behind
delayed_variable_substitution=yes doesn't work. What is the rationale behind
$|this_spot?- May 13th, 2026, 1:28 am
- Forum: WML Workshop
- Topic: Double delayed variable substitition.
- Replies: 5
- Views: 197
Double delayed variable substitition.
Hello, I am currently trying to figure out the following macro. It works as intented until "name=side 2 turn $random" event included. However, at "name=side 2 turn refresh" it starts to fail substituting variables. The "current_{DIR}_spots" variable never changes; even though {DIR}_spots does get ...
- May 10th, 2026, 3:50 am
- Forum: Scenario & Campaign Development
- Topic: The Harvest - a Myth: The Fallen Lords ispired scenario emulating a core campaign experience.
- Replies: 55
- Views: 9780
Re: The Harvest - a Myth: The Fallen Lords ispired scenario emulating a core campaign experience.
Yes. The "Normal" and the "Hardest" difficulties are balanced around the presence/absence of the Dwarven Mayor, your secondary leader. In a sense, these are two alternate universes caused by the difference of one important person. I am designing these scenarios around this feature, as opposed to ...
- May 9th, 2026, 2:50 pm
- Forum: WML Workshop
- Topic: STEAM repost: An Issue for Colour-Blind People
- Replies: 2
- Views: 151
STEAM repost: An Issue for Colour-Blind People
Hello,
Some user on Steam Forum asked the following question. I don't want to step in on Steam forums before the devs, but perhaps it is worth responding.
Is this possible to do through debug? Is this possible to do via WML, just copying and pasting a line or code or something similarly ...
Some user on Steam Forum asked the following question. I don't want to step in on Steam forums before the devs, but perhaps it is worth responding.
Is this possible to do through debug? Is this possible to do via WML, just copying and pasting a line or code or something similarly ...
- May 9th, 2026, 2:07 pm
- Forum: Scenario & Campaign Development
- Topic: The Harvest - a Myth: The Fallen Lords ispired scenario emulating a core campaign experience.
- Replies: 55
- Views: 9780
Re: The Harvest - a Myth: The Fallen Lords ispired scenario emulating a core campaign experience.
Ok, I see. Thank you WLFobe. I will double check with the forum, as well as the mainline campaigns, to see what is the standard convention for such objective sets, which I assumed was as I did.
- May 9th, 2026, 1:59 am
- Forum: Scenario & Campaign Development
- Topic: The Harvest - a Myth: The Fallen Lords ispired scenario emulating a core campaign experience.
- Replies: 55
- Views: 9780
Re: The Harvest - a Myth: The Fallen Lords ispired scenario emulating a core campaign experience.
This is weird. Please check if the following is present when you open the objectives after surviving the first night.
- May 8th, 2026, 11:53 am
- Forum: WML Workshop
- Topic: Macro suggestions?
- Replies: 19
- Views: 752
Re: Macro suggestions?
Macros are useful to keep the code shorter, particularly in the case of variables and conditionals.
{VARIABLE gold 50}
is less tiresome than
[set_variable]
name=gold
value=50
[/set_variable]
At some point you will naturally start to gravitate towards using and defining macros wherever you ...
{VARIABLE gold 50}
is less tiresome than
[set_variable]
name=gold
value=50
[/set_variable]
At some point you will naturally start to gravitate towards using and defining macros wherever you ...