Panther Lord (EoFM campaign)

Discussion and development of scenarios and campaigns for the game.

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Velensk
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Re: Panther Lord (EoFM campaign)

Post by Velensk »

I've updated this to 1.16

EDIT: As a note, before re-publishing this campaign I did play through it again and this time deliberately took a very different set of mercenaries. I do not check these forums anywhere near as much as I used to but if anyone is having trouble with this campaign I do have a fresh playthrough in mind I can offer advice from.
"There are two kinds of old men in the world. The kind who didn't go to war and who say that they should have lived fast died young and left a handsome corpse and the old men who did go to war and who say that there is no such thing as a handsome corpse."
Velensk
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Re: Panther Lord (EoFM campaign)

Post by Velensk »

Looking through them, there are a few issues I can fix, a few issues I'd like to fix but am not understanding the technicals, and a few I'm not really interested in fixing. Taking them one at a time:
Weird village possesions in 'Guild Law': 4,18 is behind the enemy lines, but it's in possesion of my ally. And 31,6 is within the town, but noone has claimed ownership.
Honestly doesn't bother me.
The 'loyal' Granite Spirits cost upkeep. (later edit: advancing the unit fixed that)
'Establishing a Claim.' has that weird period at the end. And the defeat condition 'Death of Tas' is below of 'Run out of Turns'.
The first is odd and the second one is simple. Either way I can fix them both. In response to your earlier comment also thinking of just changing it so that you get to carry out your entire bonus for that scenario but lower the gold bounty somewhat. This should end up giving out slightly more gold overall (which is fine, the rest of the campaign is pretty taxing either way) and will hopefully feel better.
Initial 200 gold vs 1100 enemy gold is maybe a bit too harsh.
Actually what the heck, the 'easy' and 'normal' version of this scenario do not really differ in their difficulty from 'hard'. xD
At this point, I'm definitely expecting the player to have some carryover gold bonus, especially since the last scenario is on the easy side Further, this scenario provides you with roughly 75 gold worth of free units. Although the increase in scenario difficulty between difficulty levels is slight, the difference in turn limit decreases your bonus gold you get significantly (assuming you save a good portion of the villages) meaning that the rest of the campaign will be harder. Given that this scenario was inserted specifically to give a big opportunity to strike rich before going through the final gauntlet the effect is intended.

I will fix the hint.
The first text (before the scenario starts) is missing a period to end the last sentence.
The Defeat conditions list 'Run out of Turns' even though there is no turn limit.
Will fix both of those.
Somehow it gave me only a silver laurel even though I finished the campaign on hard
This one is a mystery to me. I read the git thread and I'm still not sure how the game figures out which wreath to award for what difficulty. I'm currently using the macro built into the game which I'd think would work but looking at it it appears I was awarded the bronze wreath for my most recent play through.

On an other note, since this campaign was made before the extended EoFM factions had art, I may add a couple mercenaries from the Freemen/Pygmies to the roster. Mostly for flavor, as neither faction really has any major capabilities not already available.

EDIT: Somehow missed responding to the other comment on Breaking the Spear. I generally expect that the other imperialist leaders will likely be dead at that point but you're right that I should probably include the other leaders in the gold loss. I could get rid of all the tents too but the idea behind that change was that if the player has survived that long, she's probably won so I wanted to just cut off the enemy reinforcements completely so that she can get on to celebrating her victory as soon as possible without having the non-mercenary enemies simply give up.
"There are two kinds of old men in the world. The kind who didn't go to war and who say that they should have lived fast died young and left a handsome corpse and the old men who did go to war and who say that there is no such thing as a handsome corpse."
Konrad2
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Re: Panther Lord (EoFM campaign)

Post by Konrad2 »

Velensk wrote: February 22nd, 2022, 11:23 pm
Somehow it gave me only a silver laurel even though I finished the campaign on hard
This one is a mystery to me. I read the git thread and I'm still not sure how the game figures out which wreath to award for what difficulty. I'm currently using the macro built into the game which I'd think would work but looking at it it appears I was awarded the bronze wreath for my most recent play through.
Acutally, that one works fine, that was just me not double checking if it works now.
Velensk
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Re: Panther Lord (EoFM campaign)

Post by Velensk »

New version is up.
"There are two kinds of old men in the world. The kind who didn't go to war and who say that they should have lived fast died young and left a handsome corpse and the old men who did go to war and who say that there is no such thing as a handsome corpse."
Velensk
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Re: Panther Lord (EoFM campaign)

Post by Velensk »

While messing with the add-on server Yesterday I noticed that for some reason Holy Crusader who is maintaining the Era of Four Moons put up Swamps Witch Curse and Salt Wars but missed this one. I've gone ahead and put this back up on 1.8. Also, fixed an issue where the ToadBreath mercenary could be recruited multiple times.
"There are two kinds of old men in the world. The kind who didn't go to war and who say that they should have lived fast died young and left a handsome corpse and the old men who did go to war and who say that there is no such thing as a handsome corpse."
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holypaladin
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Re: Panther Lord (EoFM campaign)

Post by holypaladin »

Velensk wrote: April 8th, 2025, 4:42 pm While messing with the add-on server Yesterday I noticed that for some reason Holy Crusader who is maintaining the Era of Four Moons put up Swamps Witch Curse and Salt Wars but missed this one. I've gone ahead and put this back up on 1.8. Also, fixed an issue where the ToadBreath mercenary could be recruited multiple times.
Actually I was during porting it but were having some things on the way rewriting part of dialogues and adding new units (lion, lioness, jaguar, panther) to give Reh'Doc power over wild cats, were to publish it today until saw it's already done and things complicated. :whistle: :?
„Ad Maiorem Dei Gloriam"
Velensk
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Re: Panther Lord (EoFM campaign)

Post by Velensk »

Interesting. In general, I'd be willing to delete the current version to let you put yours up though I sort of feel like I'd need to ask someone else to get permission as well. I did write the campaign and design the scenarios but someone else did all the setting work and design of the in-setting languages which informed the construction of the names/dialogue.

For what it's worth I am aware that the settings animal spirits do generally have the ability to influence creatures of type similar to themselves (in pretty similar fashion to how they can communicate with and influence humans)

I'm curious, did you also make changes to the other two campaigns?
"There are two kinds of old men in the world. The kind who didn't go to war and who say that they should have lived fast died young and left a handsome corpse and the old men who did go to war and who say that there is no such thing as a handsome corpse."
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holypaladin
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Re: Panther Lord (EoFM campaign)

Post by holypaladin »

Velensk wrote: April 20th, 2025, 8:16 pm Interesting. In general, I'd be willing to delete the current version to let you put yours up though I sort of feel like I'd need to ask someone else to get permission as well. I did write the campaign and design the scenarios but someone else did all the setting work and design of the in-setting languages which informed the construction of the names/dialogue.

For what it's worth I am aware that the settings animal spirits do generally have the ability to influence creatures of type similar to themselves (in pretty similar fashion to how they can communicate with and influence humans)

I'm curious, did you also make changes to the other two campaigns?
In Swamp Witch Curse and Salt Wars mainly balance changes associated with difficulty levels etc, some really small changes in plot. In Swamp Witch Curse (and Freemen in general) thinking about the rocs if keep them animals as it's now in units or according to Swamp Witch Curse plot make them reasonable creatures similiar to Reh'Doc in Panther Lord. In Panther Lord I written more plot about Daklo, Reh'Doc and Tas, expanded a bit lore on tribal priests and their role in society, differences between Daklo as being influenced by SeaStates and those of Darklanders that never left jungle, in scenario with herbs given Reh'Doc power over wild cats (jaguar's sprite has not the best frames but hopefully will deal with it in the furture, maybe You have animation sprite pack of jaguar, took it from EFM graphic author's site but there was only a gif and it didn't convert the best). Did some things about the hired mercenaries, for example added Dalefolk loyal, thinking if to give them some minor character role as loyals (they're recalled at the beginnings of scenarios now and maybe few scenarios before Daklo became a mercenary to highlight his and Reh'Doc's departure from jungles.)
„Ad Maiorem Dei Gloriam"
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