Struggle For Freedom 1.5.0

Discussion and development of scenarios and campaigns for the game.

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WYRMY
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Re: Struggle For Freedom 1.2.5

Post by WYRMY »

Ok, correcting stuff now.
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docrock
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Re: Struggle For Freedom 1.2.5

Post by docrock »

Ah well, seems you can never really "abandon" a forum.
that's called the "hotel california effect". you can check out anytime you like, but you can never leave.
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docrock
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Re: Struggle For Freedom 1.2.5

Post by docrock »

tight turns also goes for "The Bane of Soradoc". had to rush in like mad in the end. well, maybe this is intentional, but it felt a bit too tough. also for some reason whatever those "monster" units are that you get in the end, they did not show any picture, icon, description whatsoever.
Postings may contain traces of sense.
The ministry of health warns:
Living is dangerous to your health and may finally result in death.
You are a Dwarvish Berserker: you're freaking crazy and enjoy it. (100% ...)
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WYRMY
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Re: Struggle For Freedom 1.2.5

Post by WYRMY »

docrock wrote:tight turns also goes for "The Bane of Soradoc". had to rush in like mad in the end. well, maybe this is intentional, but it felt a bit too tough. also for some reason whatever those "monster" units are that you get in the end, they did not show any picture, icon, description whatsoever.
Oops. I meant for you to have around 50 turns or so. I copy the cfg file each time and just delete the other stuff, so I must have just forgotten to change it.

Which monsters?
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docrock
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Re: Struggle For Freedom 1.2.5

Post by docrock »

errrr, might be i may be hallucinating, like, stuff you see when you eat bad things, and all that, but when i approach that end-level-guardian i definitely do get a load of units which so definitely have no description and are pretty random ...
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docrock
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Re: Struggle For Freedom 1.2.5

Post by docrock »

yep, re-checked just to make sure. they are still there. like 4-5 units without description when you approch the end-level-guardian.

edit: without an attack, sitting on those villages next to the elg, and dying like flies. is that intentional?
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WYRMY
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Re: Struggle For Freedom 1.2.5

Post by WYRMY »

Now I know what you mean! Those are Fog Clearers. But they are not supposed to be seen!
I will just get rid of fog on the last level, to make it easier for me.....
Thx for the feedback.

I will probably be releasing a new version soon, with the changes mentioned above, + Struggle For Freedom will have been run through wmllint. Unfortunately, I don't know if it has changed anything wierdly, but.......
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WYRMY
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Re: Struggle For Freedom 1.3.0

Post by WYRMY »

And here it is!

Struggle for Freedom 1.3.0 doesn't really have any changes, apart from docrock's turn modifications and some other minor scenario stuff.
It was also run through wmllint, so most of the syntax should be correct......
Some old units were deleted.An external_binary_data folder is now used.

Thanks to AI for filtering wmllint, and docrock for scenario changing stuff.

Hope you enjoy it!
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docrock
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Re: Struggle For Freedom 1.3.0

Post by docrock »

Now I know what you mean! Those are Fog Clearers. But they are not supposed to be seen!
ahhh, yeah, happens to me all the time, like seeing stuff noone else can see and that. thx for the credits btw. :D
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The ministry of health warns:
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docrock
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Re: Struggle For Freedom 1.3.0

Post by docrock »

concerning "Ghosts of a Sylvan Land", ok, i did not try with current version and increased turns in the scenarios before, but those dark/corrupted/whatever elves ... the first night is like 100% pure wtfpwnge. killing like every lvl3 unit i can field with 70% defense in one turn ... and we're talking prowlers here ... too much damage imho, maybe they (the dark elves) should get less starting gold or (better as i would say) give the player more default gold so he can actually zoc them.
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The ministry of health warns:
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WYRMY
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Re: Struggle For Freedom 1.3.0

Post by WYRMY »

Ok, how does this sound to you:
  • Reduced gold of the closest leader, and changed the recruit pattern to Corr. Hero, Shadow Elf, Corr. Shaman.
    Added Skele Archer and Vampire Bat to the Corr. Enchantress' recruit list, so more gold is used, so less guys (hopefully the Skele Archers wont pose to much of a challenge....)
    Changed position of reinforcing village to underneath the closest enemies keep, so it doesnt take long for the guys to get to the battle.
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docrock
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Re: Struggle For Freedom 1.3.0

Post by docrock »

i'll try again with mentioned re-balancing when it's on add-on server, besides that, does sound good
Postings may contain traces of sense.
The ministry of health warns:
Living is dangerous to your health and may finally result in death.
You are a Dwarvish Berserker: you're freaking crazy and enjoy it. (100% ...)
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WYRMY
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Re: Struggle For Freedom 1.3.2

Post by WYRMY »

Done.

Hopefully it's ok. I did the changes last night but then couldn't remember if I had done them all.

If you can't be bothered downloading the whole campaign again, here is the cfg file.
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09_Ghosts_Of_A_Sylvan_Land.cfg
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WYRMY
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Re: Struggle For Freedom 1.3.2

Post by WYRMY »

I've team-coloured the corrupted elves (not the shaman line) with magenta replacing the purple, whaddya think?
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New team-coloured elves, in red.
New team-coloured elves, in red.
tc_elves.png (233.92 KiB) Viewed 5084 times
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WYRMY
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Re: Struggle For Freedom 1.3.2

Post by WYRMY »

Double post.

Well, no-one's replied, but I thought i might put them out anyway, although I won't change the version number 'cos I can't be stuffed! :P
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