Drake campaign - few ideas

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Elven
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Re: Drake campaign - few ideas

Post by Elven »

1) ok, i will change
2) well, he is both a hero and a loyal unit. so... heroes should not be loyal? South guard have this, so i will use it: LOYAL_HERO
3) sure, i will do another code
4) good. ability to recruit drake fighters is moved from turn 6 to turn 8
6) clashers removed. added a dialogue, that burners are good against orcs and nagas.
7) removed

also i wish to make that strong assassin from scenario 1 weaked against cold (by 20%), so searching how to do it...
Last edited by Elven on March 11th, 2021, 11:42 am, edited 1 time in total.
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Lord-Knightmare
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Re: Drake campaign - few ideas

Post by Lord-Knightmare »

also i wish to make that strong assassin from scenario 1 weaked against cold (by 20%), so searching how to do it...
This should do the trick

Code: Select all

[side]
side=2
# other side 2 specific stuff here
[modifications]
    [object]
        silent=yes
        id="enemy_cold_debuff"
        [effect]
            apply_to="resistance"
            replace=no
            [resistance]
                cold=20 # positive number means units take more cold damage, negative means they take less damage
            [/resistance]
        [/effect]
    [/object]
[/modifications]
[/side]
4) good. ability to recruit drake fighters is moved from turn 6 to turn 8
Not sure why stretching the defensive tactic of side 1 would be a good thing. I'd leave it as it is as I am given some chance to level up a Drake Fighter (or two).
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Elven
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Re: Drake campaign - few ideas

Post by Elven »

upladed as 1.0.2. thanks :)

well, i want player to use more drake gliders. they are interesting units. i might of course get it back in any time. i think it is more challenging playing longer with just gliders and one very strong hero.
Creator of Greenie knižnica and Greenie Linux and Wesnoth unofficial LiveCD; Slovak/Czech translator and creator of many campaigns. Everything is here on one place.
Konrad2
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Re: Drake campaign - few ideas

Post by Konrad2 »

S1 & S2
Need a 'turns run out' defeat condition.
It's unclear how much carry over there is. Please add that info. D:

Kazin needs a silver crown.

So does Hissanni in S3.

I'm not quite sure why S3 is called Homecoming.

Btw, the code to make the assassin weak vs cold made them have 80% cold resistance. :D
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