Palms amid Blue Dunes [Dunefolk Campaign]

Discussion and development of scenarios and campaigns for the game.

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MoonyDragon
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Joined: November 29th, 2017, 5:46 pm

Re: Palms amid Blue Dunes [Dunefolk Campaign]

Post by MoonyDragon »

Konrad2 wrote: December 28th, 2020, 5:13 pm Your day/night cycle confuses me. Is the permanent bonus for liminal units intended? Is it a leftover from previous iterations of 'liminal'? I don't know. D:
The ToD cycle should simulate 3x day, 3x night and 3x dawn/rainy dusk. For lawful units, the bonus is 0/+25/+35/+25/+10/-10/-25/-35/-25 and the opposite for chaotic units. Due to how liminal is calculated in 1.15+, their bonus is +35/+10/0/+10/+25/+25/+10/0/+10.
This buff to the dunefolk's liminal units is intended to encourage the player to use them with more tactical depth. In the default cycle, I have the impression that the 1.15 liminal dunefolk might just as well be neutral and still be played the same.
Default L0 Era - Level 1 leaders with level 0 recruits!
Konrad2
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Re: Palms amid Blue Dunes [Dunefolk Campaign]

Post by Konrad2 »

I think your campaign is using an out of date Dune Scorcher (and advancements).
bottle4westnoth
Posts: 13
Joined: April 5th, 2020, 8:01 pm

Re: Palms amid Blue Dunes [Dunefolk Campaign]

Post by bottle4westnoth »

Hi! Any updates? :-)
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MoonyDragon
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Joined: November 29th, 2017, 5:46 pm

Re: Palms amid Blue Dunes [Dunefolk Campaign]

Post by MoonyDragon »

bottle4westnoth wrote: February 23rd, 2021, 1:45 am Hi! Any updates? :-)
None at all. I stopped working on the campaign until 1.16 is released. That version will include new units and a more detailed dunefolk lore, which I will use in my rework of the campaign.
Default L0 Era - Level 1 leaders with level 0 recruits!
shevegen
Posts: 355
Joined: June 3rd, 2004, 4:35 pm

Re: Palms amid Blue Dunes [Dunefolk Campaign]

Post by shevegen »

Has this been the campaign with unique ship-abilities? Or am I mixing this up? (Sorry,
getting old here and making extended breaks, then coming back again; I should
really note this down into a local file ...)

I always liked dunefolk campaigns. They had interesting units. One of my favourite
ones were those with wyverns - these were always tons of fun. Flamer/scorchers
were cool too and these fat riding beasts ... or scouting eagle and stuff. But I may
mix up different campaigns into one ... my brain is easily confused as age kicks
in ... :P
bottle4westnoth
Posts: 13
Joined: April 5th, 2020, 8:01 pm

Re: Palms amid Blue Dunes [Dunefolk Campaign]

Post by bottle4westnoth »

Can not find the mod in add-ons manager.
May you re-upload it for 14v

thanks!
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MoonyDragon
Posts: 136
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Re: Palms amid Blue Dunes [Dunefolk Campaign]

Post by MoonyDragon »

bottle4westnoth wrote: June 18th, 2021, 3:16 pm Can not find the mod in add-ons manager.
May you re-upload it for 14v

thanks!
I re-uploaded version 1.1.0 on the 1.14 add-ons server for archiving purposes only. Active development will be exclusively on 1.16, when it eventually comes out.
Default L0 Era - Level 1 leaders with level 0 recruits!
bottle4westnoth
Posts: 13
Joined: April 5th, 2020, 8:01 pm

Re: Palms amid Blue Dunes [Dunefolk Campaign]

Post by bottle4westnoth »

;-) thanks

"1.15.14 has been released, also known as 1.16 Beta 1
...for UMC authors this is the time to start taking a look at porting your add-ons to 1.16 since there will be no breaking changes to WML, lua, or other such functionality unless it's for some reason needed to fix a particularly nasty bug."
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