The Harvest - a Myth: The Fallen Lords ispired scenario emulating a core campaign experience.
Moderator: Forum Moderators
Re: The Harvest - a Myth: The Fallen Lords ispired scenario emulating a core campaign experience.
I have finished the second scenario. The map is detailed and interesting (the shroud over the forests add to the global ambient). The zombie wolf appearing at the end of the trail scared me
. I avoided the raiders and their central village to cross the river to the West. And I loved the concept of a mini-boss with the map shrinking into a sort of combat arena.
Thanks for these scenarios, they are inspiring !
Can't wait to see the future scenarios if there will be !


Thanks for these scenarios, they are inspiring !
Can't wait to see the future scenarios if there will be !
Creator and maintainer of "A goblin adventure" (available) and "From Rocks and Blood"(available) --- Working on a new campaign "Facing Death"
Re: The Harvest - a Myth: The Fallen Lords ispired scenario emulating a core campaign experience.
Holy! I am so happy to read your posts, guys!
Each following scenario takes more and more work, so I had to take a break to sort out my professional life first. Stay tuned!

They were supposed to hide the sudden appearance of the two wolves watching you. The idea is for the player to only notice them when they retreat back into the darkness and wonder "wait... how long have they been there?" Not the most successful experiment. I will work on it.The Grave Escape:
Why did you make the dialogue 'bubbles' so long?
There certainly will be. The next one is already a work in progress.Can't wait to see the future scenarios if there will be !
Each following scenario takes more and more work, so I had to take a break to sort out my professional life first. Stay tuned!
Re: The Harvest - a Myth: The Fallen Lords ispired scenario emulating a core campaign experience.
Actually, there is one more scenario, which works as optional. It is downloadable separately as "The Harvest scenario no2".Can't wait to see the future scenarios if there will be !
I believe it's poorly balanced, because it's main feature is tailor-scripting the AI to play the map. I would be most grateful for any replays from that scenario, to see what needs to be changed or improved.
Re: The Harvest - a Myth: The Fallen Lords ispired scenario emulating a core campaign experience.
Is this still under development? I keep checking, but it's not updated to 1.1.18.
Re: The Harvest - a Myth: The Fallen Lords ispired scenario emulating a core campaign experience.
It is still under development. There was a very long slump, but I finally managed through it.
In the meanwhile, did you try the other scenario? "The Vampire Strikes Back"? It is available in the addons menu as "Harvest Scenario no 2". I definitely need feedback on this one.
The scenario I am currently working on is called "The City of the Dam". Pun intended - it actually features a massive ancient dam in the middle. The scenario is meant to introduce new design approaches towards:
- balancing the Recall List over the course of longer campaign - the city undergoes evacuation and every 3 turns a new ship arrives that can take 3 of your units - the sooner you reach the port, the more units you can save, but the more units you save, the weaker you become in the current scenario, as the units are taken offmap
- creating map aesthetics by the means of available terrain sets, e.g., creating an illusion of depth with light and dark tiles, using bridges to represent convincing sewer drains, etc
- implementing very large numbers of custom tilesets in such a way that could be easily edited or repurposed, by creating a big map of explicit tags and a set of implicit rules that connect tag arrangement with specific terrain graphics; the rules can be copied from scenario to scenario, while the explicit tag map can be modified
- a mean tailor-scripted AI that knows how to properly slow-down a much larger force (yours)
I will post screenshots soon. I could even upload the map (with custom graphics encoded) onto the add-on server if anyone wants to use it for their own scenarios.
Before the scenario is finished I need to (i) script the cutscenes, (ii) script the ship behaviour, (iii) make images of yellow question mark, red exclamation mark and a series of white "Z...", "Zz..." "Zzz..." to appear above inactive skeleton leader's head (iv) test the scenario to see if it's balanced and the AI works as intended and finally (v) merge with with the campaign and upload.
In the meanwhile, did you try the other scenario? "The Vampire Strikes Back"? It is available in the addons menu as "Harvest Scenario no 2". I definitely need feedback on this one.
The scenario I am currently working on is called "The City of the Dam". Pun intended - it actually features a massive ancient dam in the middle. The scenario is meant to introduce new design approaches towards:
- balancing the Recall List over the course of longer campaign - the city undergoes evacuation and every 3 turns a new ship arrives that can take 3 of your units - the sooner you reach the port, the more units you can save, but the more units you save, the weaker you become in the current scenario, as the units are taken offmap
- creating map aesthetics by the means of available terrain sets, e.g., creating an illusion of depth with light and dark tiles, using bridges to represent convincing sewer drains, etc
- implementing very large numbers of custom tilesets in such a way that could be easily edited or repurposed, by creating a big map of explicit tags and a set of implicit rules that connect tag arrangement with specific terrain graphics; the rules can be copied from scenario to scenario, while the explicit tag map can be modified
- a mean tailor-scripted AI that knows how to properly slow-down a much larger force (yours)
I will post screenshots soon. I could even upload the map (with custom graphics encoded) onto the add-on server if anyone wants to use it for their own scenarios.
Before the scenario is finished I need to (i) script the cutscenes, (ii) script the ship behaviour, (iii) make images of yellow question mark, red exclamation mark and a series of white "Z...", "Zz..." "Zzz..." to appear above inactive skeleton leader's head (iv) test the scenario to see if it's balanced and the AI works as intended and finally (v) merge with with the campaign and upload.
Last edited by BajMic on October 26th, 2024, 5:51 am, edited 1 time in total.
Re: The Harvest - a Myth: The Fallen Lords ispired scenario emulating a core campaign experience.
Here are the screenshots.
In order to create the dam, I edited the existing cliff images and created three maps like the one below.
Then, I implemented some implicit rules like:
In order to create the dam, I edited the existing cliff images and created three maps like the one below.
Code: Select all
[terrain_graphics]
map="
, * , * , * , * , * , * , 1 , * , * , * , * , * , *
* , * , * , * , * , * , * , * , * , * , * , * , * ,
, * , * , * , * , * , * , 2 , 5 , * , * , * , * , *
* , * , * , * , 5 , 13 , 3 , 4 , 6 , * , * , * , * ,
, * , * , * , 15 , 14 , 8 , * , * , 7 , 9 , * , * , *
* , * , 13 , 16 , 8 , * , * , * , * , 8 , 10 , 9 , * ,
, * , 17 , 12 , * , * , * , * , * , * , * , 8 , 11 , *
* , 19 , * , * , * , * , * , * , * , * , * , * , 18 ,
, * , * , * , * , * , * , * , * , * , * , * , * , *
"
[tile]
pos=1
has_flag=center
[/tile]
[tile]
pos=2
set_flag=wall-stone-corner-bl, x
[/tile]
[tile]
pos=3
set_flag=wall-stone-convex-br, wall-mixed-ccw-bl, x
[/tile]
[tile]
pos=4
set_flag=wall-stone2-convex-bl, wall-mixed-cw-r, wall-stone-convex-br, x
[/tile]
[tile]
pos=5
set_flag= x
[/tile]
[tile]
pos=6
set_flag=wall-mixed-ccw-l, wall-stone-concave-tr, x
[/tile]
[tile]
pos=7
set_flag=wall-stone2-convex-bl, clean-wall-mixed-cw-br, x
[/tile]
[tile]
pos=8
set_flag=wall-rough-convex-bl, wall-rough-convex-br, x
[/tile]
[tile]
pos=9
set_flag=wall-mixed-corner-ccw-bl, x
[/tile]
[tile]
pos=10
set_flag=wall-stone-convex-bl, wall-mixed-ccw-l, clean-wall-mixed-cw-br, x
[/tile]
[tile]
pos=11
set_flag=catacomb-wall-stone2-concave-tr, x
[/tile]
[tile]
pos=12
set_flag=earthy-wall-rough-convex-br, x
#wall-rough-convex-bl
[/tile]
[tile]
pos=13
set_flag=wall-mixed-corner-cw-bl, x
[/tile]
[tile]
pos=14
set_flag=wall-mixed-ccw-bl, wall-stone-convex-br, x
[/tile]
[tile]
pos=15
set_flag=wall-mixed-corner-cw-bl, x
[/tile]
[tile]
pos=16
set_flag=wall-mixed-ccw-bl, wall-stone-convex-br, x
[/tile]
[tile]
pos=17
set_flag=catacomb-wall-stone2-concave-tl, x
[/tile]
[tile]
pos=18
set_flag=wall-stone-convex-l, x
[/tile]
[tile]
pos=19
set_flag=wall-stone-convex-r, x
[/tile]
probability=100
[/terrain_graphics]
Code: Select all
[terrain_graphics]
map="
, *
* ,
, 1
"
[tile]
pos=1
has_flag=regular-convex-tl-edge
[/tile]
probability=100
[image]
name=regular-convex-tl-edge.png
layer= 0
[/image]
[/terrain_graphics]
- Attachments