WF - Wild Frontiers [SP Campaign]
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Re: WF - Wild Frontiers [SP Campaign]
And that's while running a mod that buffs enemy hp/dmg.
75 gold for 4 farms is so cheap that it would be totally broken if not for the rank-based village cap.
Edit: This is wesnoth 1.14.14, WF 2.7.1
Re: WF - Wild Frontiers [SP Campaign]
Note to self. Update WF to detect if weewah is playing and crank up difficulty to 11!
You make it look so easy it's ridiculous. I hope 2.8.0 balances things out for the hard difficulty players.
Yes, slowed units will trigger the trap. They will get harmed by 10 points as well.
About the Enemy_Growth_Mod, it would be cool if it supported auto-advancing the units. I believe someone else would appreciate that too
Two things about it though; it should have a filter on unit placed, and you can't always assume that the player is side=1.
This might be a better.
You make it look so easy it's ridiculous. I hope 2.8.0 balances things out for the hard difficulty players.
Yes, slowed units will trigger the trap. They will get harmed by 10 points as well.
About the Enemy_Growth_Mod, it would be cool if it supported auto-advancing the units. I believe someone else would appreciate that too
Two things about it though; it should have a filter on unit placed, and you can't always assume that the player is side=1.
This might be a better.
Code: Select all
[filter_side]
controller=human
[/filter_side]
Re: WF - Wild Frontiers [SP Campaign]
By the way is there any reason to kill Ardonna ?
Re: WF - Wild Frontiers [SP Campaign]
Well, she turns against you eventually.
I'm revisiting this. In the interim and especially when all required building is done, the gap between the waves becomes more prominent. I'm adding a new animal behavior which I'm calling roamers. This would spawn 1 or 2 units on every even turn number and they would move in attack straight away as if it's winter. Their starting position would be the map edge.Delicius169 wrote: ↑September 8th, 2021, 9:43 am .... but if I wont use this mechanic, I feel like nothing is happening...
Sort of a trickle enemy to fight and keep you busy until a regular wave spawns.
The roamers won't spawn when the chance of a regular wave is positive. i.e. the numbers for any of the Outlaw, Bandits, Orcs, Undead is positive in the Spymaster report.
They also won't spawn if a regular wave is already on the map or there are 7 roamers on the map already.
The type of the roamer would be a fighter type; Thug, Elvish Fighter, Dwarvish Fighter, Orcish Grunt, Troll Whelp.
Re: WF - Wild Frontiers [SP Campaign]
Done, I think. I just added an option to throw a bunch of xp on spawned enemies. It might end up making the enemies just a few xp short of a level which makes them harder to fight, but eh.vghetto wrote: ↑September 10th, 2021, 8:03 pm
About the Enemy_Growth_Mod, it would be cool if it supported auto-advancing the units. I believe someone else would appreciate that too
Two things about it though; it should have a filter on unit placed, and you can't always assume that the player is side=1.
This might be a better.Code: Select all
[filter_side] controller=human [/filter_side]
Make her build the sacrificial altar then sacrifice her to it
Also I found a bug: you can build swamp villages even at your village cap.
EDIT: Also I have questions about sacrificing. If you get both a caravan to the edge and sacrifice a unit, do you get +2 gold from farms? Or just +1?
Also does sacrificing still prevent/delay new enemy spawns? Or is it just keep slowing every enemy every turn?
Re: WF - Wild Frontiers [SP Campaign]
Fixed, thanks!
+2. I haven't tried sacrificing more than one in the same season, but it should boost it up again to +3 in that case.
Sacrificing no longer delays or prevent new enemy spawning like before. That was a bad idea.
This is what it does currently: It slows/uncovers all units. It increases village income. It removes the ability from the enemy to burn down buildings.
It does not increase village support.
Re: WF - Wild Frontiers [SP Campaign]
*Looks at the loyal LEVEL TWO swordsman you start with.*
Hey buddy, how would you like to die for your city?
Might be worth taking the powerful mage/guardian to sacrifice them too!
Also now I have to look up which baseline unit requires the least amount of xp to reach level 2, then I can turn on training and mass sacrifice at the start of every season! Mwahaha!
Edit: The answer is thief or saurian augur! Or merman fighters if I don't want to waste time on diplomacy.
Also I was initially joking about sacrificing the loyal swordsman, but doing the math, I would get more than 1000 more gold in season 1 if I sacrifice the loyal swordsman asap. That's um. That's a lot.
Actually, can you build multiple altars at the same time if you have multiple dark adepts/shadow mages?
Re: WF - Wild Frontiers [SP Campaign]
Ugh, quota limits screws this up.
Ok, it will keep churning roamers every other turn until a real wave appears.
Their numbers will be between 1 and 3 at a time.
The altar brings up the psychopathy in the players
I'm bumping up sacrificing level to 3 for the hard difficulty
But no worries, I just included the Potion of Experience as a leader dead drop item
No, just one altar at a time. At least I got something right with this altar clustf*ck
Re: WF - Wild Frontiers [SP Campaign]
Powerful guardian starting option gives 2 level 3s doesn't it? Mwahaha.
And looking at the unit reference, the new winners for the least training required to sacrifice award are...
Saurian Ambusher with 32 + 55 = 87 xp!
Dwarf Pathfinder with 30 + 60 = 90 xp!
The two best factions are the two winners, yay! No need to diplo it up with useless outlaws, yay!
Also the best loyalist unit is Swordsman with 42 + 60 = 102 xp, so I can actually recruit useful spearmen instead of useless bowmen, yay!
Edit: WF 2.8.0, Wesnoth 1.14.14: One season, 13 rank ups.
Granted I did this with absolutely no regard for the future placement of farms and stuff, but the fact that this is doable on hard is hilarious
Re: WF - Wild Frontiers [SP Campaign]
It looked like you were having a blast doing it
I just uploaded 2.8.1
Notable changes:
Added Roamers to keep the player busy between waves.
Allow diverting a stream from swamps.
In the winter peasant workers can break frozen water terrains.
Potion of Experience added as a bones relic. It already existed as the very last offered market item instead of Gold.
Re: WF - Wild Frontiers [SP Campaign]
why there is every kind of village except forest village?
Re: WF - Wild Frontiers [SP Campaign]
but there isn't every kind of village in WF :/
there is no forest village in wesnoth either unless I create a new terrain for such a thing
there is no forest village in wesnoth either unless I create a new terrain for such a thing
Re: WF - Wild Frontiers [SP Campaign]
hill village
normal village + farm stuff
water village
swamp village
if those terrains can be replace by some kind of village then just forest feels like annoying useless terrain.
as far as i understand that there is no such thing as village+forest in wesnoth
it still would be nice to see posibility to replace forest with brown round hut as village.
normal village + farm stuff
water village
swamp village
if those terrains can be replace by some kind of village then just forest feels like annoying useless terrain.
as far as i understand that there is no such thing as village+forest in wesnoth
it still would be nice to see posibility to replace forest with brown round hut as village.
Re: WF - Wild Frontiers [SP Campaign]
in side missions we are able to play three of them in a row but all of them are on same difficulty.
i feel like second one should be harder than the first one and so on.
as far as i remember your intention with side mission was to give for a player oportunity to skip season while now its more like farming extra gold and loyal units.
i feel like second one should be harder than the first one and so on.
as far as i remember your intention with side mission was to give for a player oportunity to skip season while now its more like farming extra gold and loyal units.
Re: WF - Wild Frontiers [SP Campaign]
oh and im playing WF 2.8.1 (1year in game for now)and its really enjoyable.
Great work.
Great work.