Flight to Freedom (drake campaign)

Discussion and development of scenarios and campaigns for the game.

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DarkOx55

Post by DarkOx55 » June 15th, 2004, 5:38 pm

like the knalgan campaign
Assuming you meant the campaign I'm working on, it's not dead; it just had to take a back-burner to the demands of real life (and IB exams) for awhile. Then after that, the Dwarven fraction got a major overhall, and meant that I had to re-write several parts of the storyline (what's the point of a campaign about how Outlaws and Dwarves got allied if they never do?). In addition to that, I don't know what the race is actually going to become - it currently has two units and many proposed ones, which makes balancing a bit of a problem.
Now that summer's just about started, there should be plenty of time to work on the campaign, I'd just like to know a bit more about the direction the race is going in so I can start to balance scenarios.

MadMax
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Post by MadMax » June 15th, 2004, 6:23 pm

Here's a new version. I've added scenario 4 to it, but the plot is completely different. Now scenario 4 is at the end of a river which you have to secure. With level one, I reduced the numbers of the guards. Boucman, have you played this level? What's your opinion on level 1?
"ILLEGITIMIS NON CARBORUNDUM"

Father of Flight to Freedom
http://www.wesnoth.org/wiki/FlightToFreedom

turn123

Post by turn123 » June 15th, 2004, 9:19 pm

Can you post a replay of level one?

I'm still basicly dead by turn 4 :(

MadMax
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Post by MadMax » June 16th, 2004, 1:59 am

Here's the replay. However, the addition of the Drakonian Worker in CVS completely unbalances level 1 (makes it easier), and I have 0.7.9 and revision 3 of the drake campaign.
"ILLEGITIMIS NON CARBORUNDUM"

Father of Flight to Freedom
http://www.wesnoth.org/wiki/FlightToFreedom

ebo
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Post by ebo » June 16th, 2004, 3:12 am

I played through the campaing. I really enjoyed it. On easy ont the first level I was able to defeat the leader fairly easily, because he came out and I got some good hits in on him at night. I could not beat the manor though without giving myself extra hit points and turns so that I could survive. With no place to heal and no leveling my slaves all died before I turned the last corner. I also ran out of turns, because I waited to recruit three full castles of slaves. With the new CVS units it might be more balanced though. The caravan was a nice easy level, but I must have done something wrong, because no image showed up for the caravan. The next level I thought was really hard even with all the gold, The Elves just destroy all of my units.

Neoriceisgood
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Post by Neoriceisgood » June 16th, 2004, 10:29 am

Originaly drakes come from the southern lands.
HOWEVER It is most likely that some drakonians are controlled by humans; especialy slaves, as they're more like mindless breed of "lesser drakes" (they lack wings and firebreath) another thing you might note is that drakonians are very tribal but also very soltitude; If not controlled by a mage of some sort they simply hide in caves for most of their lives.
They're also a pretty honourable race in their own way; so if those rebels are drakonians; it'd be only a certain type like the clashers who are slightly different from other drakonians.


and by drakonians I ment drakes, excuze moi ^_^

MadMax
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Post by MadMax » June 16th, 2004, 2:06 pm

With the caravan not showing up, that is probably a bug. I'll look into that. Also, can someone please post the Drake_Worker.cfg file and image, because I can't compile CVS, and I need it to properly balance the scenario. Also, can someone PLEASE draw me a decent caravan? I took the caravan image that is in there from DarkOx's campaign. If anyone killed the Elvish leader in level 4, did the pirate schooners work right? The first level is always the same no matter what difficulty you have it on. The other levels are different. With the second level, I probably will increase the turn limit, but I won't post a new version until I have scenario 5 done.
Neoriceisgood wrote: They're also a pretty honourable race in their own way; so if those rebels are drakonians; it'd be only a certain type like the clashers who are slightly different from other drakonians.
Really? Would I have to change the storyline? Because Malakar has lines like "Soldiers! Attack! I expect each of you to bring back the head of a human!" I would suggest you play the campaign and see what you think, because I had a different view of Drakes.
"ILLEGITIMIS NON CARBORUNDUM"

Father of Flight to Freedom
http://www.wesnoth.org/wiki/FlightToFreedom

MadMax
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Post by MadMax » June 16th, 2004, 6:57 pm

Here's a new version. I've added 2 more scenarios (6 total), and rebalanced levels 2 and 4. With 2 I increased the turn limit to 20 turns, and with 4 I took the elves and humans off a fixed income.

ebo, I think you forgot to copy the images. To beat it, recruit 4 full castles of drakes, and head north with the drakes, Malakar, and Kogw. Use the drakes to hold off the Elves and Humans, and use Malakar and Kogw to kill the Elvish leader. Then return Malakar to your original keep, using the drakes to protect Kogw and hold off the Elves and humans, and recruit 4 schooners. Then cross the river and blast the human leader.
"ILLEGITIMIS NON CARBORUNDUM"

Father of Flight to Freedom
http://www.wesnoth.org/wiki/FlightToFreedom

Neoriceisgood
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Post by Neoriceisgood » June 16th, 2004, 8:04 pm

Ofcourse there are certain drakonians that are more "Bloodlusty" than others, but unlike orcs they're highly intelligent creatures; however many of the other races treat them like dumb monsters that dwell in caves, my campaign will be mostly about a human dragonslayer finding respect for their word, and therefore assisting them in their struggle.

MadMax
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Post by MadMax » June 16th, 2004, 10:01 pm

Neoriceisgood, if you have any of the campaign done, can you post it? You are a lot better at WML than I am, and I can definitely learn some stuff from it. Anyway, in my campaign, Malakar is a tribe leader whose tribe is enslaved by humans. When the enslavement spels wear off, Malakar is obsessed with revenge, and hates humans. Is there any way to change the movetype of a particular unit? Because I would like to have it so that the humans clipped Malakar's wings, which is why he hates humans. However, I would want other Drake Warriors to still be able to fly. Also, Malakar makes an alliance with pirates. Would drakes do that?
"ILLEGITIMIS NON CARBORUNDUM"

Father of Flight to Freedom
http://www.wesnoth.org/wiki/FlightToFreedom

ebo
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Joined: May 6th, 2004, 3:29 pm

Post by ebo » June 16th, 2004, 10:41 pm

I had fun playing through the scenarios. I didn't beat Blue River without giving my self 6 extra turns. I probably played too conservatively If I tried a couple more times I could probably beat it. The computer did not build anything in the Southern Shore. In the Open Ocean he never attacked. I have attached replays for all of of my levels. Thanks for making a fun campaign.

Eponymous-Archon
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Post by Eponymous-Archon » June 16th, 2004, 10:42 pm

Well, you could make a one-off unit. I think a few others are like that. (Gwiti?)
The Eponymous Archon

ebo
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Post by ebo » June 17th, 2004, 4:22 pm

Here are the CVS Drakes that I got from the Debian CVS package today. These may help with your balancing.

Neoriceisgood
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Post by Neoriceisgood » June 17th, 2004, 5:36 pm

I'm realy not an expert in wml, I never even used it realy; I just told you basic facts about the race that are more mind work than...coding? and my campaign hasn't started yet, I'm waiting for the entire drakonian race to be done and balanced so I can be sure that all scenarios will be balanced properly to what drakonians play like at that moment.

MadMax
Posts: 1792
Joined: June 6th, 2004, 3:29 pm
Location: Weldyn, Wesnoth

Post by MadMax » June 17th, 2004, 10:08 pm

Here's revision 5. I've added scenario 7 to it. Can anyone please tell me if it works right? It is very WML-heavy (a 20% chance of a demon appearing at a random location every turn, scripted ship movement). And if you're wondering where the demon graphic came from, it came from here: http://www.wesnoth.org/forum/viewtopic.php?t=610 . ebo, thanks for the .cfg files. In Blue River, you probably did play too conservatively. You should have went all-out against the Elvish leader. Once he was dead, you can then recruit Pirate Schooners and easily kill the human leader. With Southern Shore, the computer should recruit now. In Open Ocean, I gave the orc leader the ability to recruit nagae, and increased the agression value. Also, the monsters will ignore your escorts and go straight for the Unforgiver.
"ILLEGITIMIS NON CARBORUNDUM"

Father of Flight to Freedom
http://www.wesnoth.org/wiki/FlightToFreedom

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