Clanhoof Highlands (campaigns pack)

Discussion and development of scenarios and campaigns for the game.

Moderator: Forum Moderators

User avatar
hermestrismi
Posts: 730
Joined: February 6th, 2016, 11:28 pm
Location: Tunisia
Contact:

Re: Clanhoof Highlands (campaigns pack)

Post by hermestrismi »

Spannerbag wrote: June 23rd, 2024, 9:35 pm Sorry, wasn't clear - I downloaded 0.0.7 (I'm using v1.18.1) and started from the beginning.
If you view the replays you'll see I was very lucky with levelling the peasants - things could've gone very differently...

Oh, and something I forgot to ask:
Spoiler:
Cheers!
-- Spannerbag
I will try to make objectives clearer. in fact, I always receive this kind of feedback because I always play as a developer rather than from the player perspective which means that some scenarios passed as hard instead of normal or normal instead of easy.
Right now, I am struggling with the story itself. I need more working on the story and the timeline, names, side histories, ...
Spoiler:
Last edited by hermestrismi on August 25th, 2024, 10:45 am, edited 1 time in total.
User avatar
hermestrismi
Posts: 730
Joined: February 6th, 2016, 11:28 pm
Location: Tunisia
Contact:

Re: Clanhoof Highlands (campaign)

Post by hermestrismi »

planning to add 2 chapters. 1 about underground kingdoms and 2 about clanhoof kingdom after 100 year . what do you think?
User avatar
Spannerbag
Posts: 759
Joined: December 18th, 2016, 6:14 pm
Location: Yes

Re: Clanhoof Highlands (campaign)

Post by Spannerbag »

hermestrismi wrote: July 11th, 2024, 5:29 pm planning to add 2 chapters. 1 about underground kingdoms and 2 about clanhoof kingdom after 100 year . what do you think?
Hmm, would these be additional scenarios in your existing campaign or new, separate campaigns?
I assume the latter because otherwise (unless you've a very clever storyline) the units from the first part would be long dead in the later chapters.
I think the "Clanhoof world" has enough legs (pun intended) to justify additional campaigns.
Under normal circumstances mounted units don't do well underground...

I haven't actually got going with scenario 3 yet, been far too busy with rl and my own stuff so am nowhere near finishing your campaign sadly. :(
This happens to me a lot, just ain't enough hours in the day... :annoyed:

Cheers!
-- Spannerbag
SP Campaigns: After EI (v1.14) Leafsea Burning (v1.18, v1.16)
I suspect the universe is simpler than we think and stranger than we can know.
Also, I fear that beyond a certain point more intelligence does not necessarily benefit a species...
User avatar
hermestrismi
Posts: 730
Joined: February 6th, 2016, 11:28 pm
Location: Tunisia
Contact:

Re: Clanhoof Highlands (campaign)

Post by hermestrismi »

Spannerbag wrote: July 11th, 2024, 6:25 pm
hermestrismi wrote: July 11th, 2024, 5:29 pm planning to add 2 chapters. 1 about underground kingdoms and 2 about clanhoof kingdom after 100 year . what do you think?
Hmm, would these be additional scenarios in your existing campaign or new, separate campaigns?
I assume the latter because otherwise (unless you've a very clever storyline) the units from the first part would be long dead in the later chapters.
I think the "Clanhoof world" has enough legs (pun intended) to justify additional campaigns.
Under normal circumstances mounted units don't do well underground...

I haven't actually got going with scenario 3 yet, been far too busy with rl and my own stuff so am nowhere near finishing your campaign sadly. :(
This happens to me a lot, just ain't enough hours in the day... :annoyed:

Cheers!
-- Spannerbag
I am happy that you liked the first two scenarios already.
Now, the 2 next chapters are not related to the first 2 by characters but only the storyline
Spoiler:
the 2 chapters are ready almost. I am thinking about merge them with the first 2 instead of making separate campaigns.
the idea is the creation of a timeline for the region that cover 1000 year of major events in both the surface and the underground, the main area and its frontiers...
User avatar
Spannerbag
Posts: 759
Joined: December 18th, 2016, 6:14 pm
Location: Yes

Re: Clanhoof Highlands (campaign)

Post by Spannerbag »

hermestrismi wrote: July 11th, 2024, 11:33 pm ...Now, the 2 next chapters are not related to the first 2 by characters but only the storyline
Spoiler:
Ah, so the timeline, approximately, is:
  • Clanhoof (current campaign)
  • <year later: underground campaign, entirely new units
  • ~century later: surface campaign.
hermestrismi wrote: July 11th, 2024, 11:33 pm ...the 2 chapters are ready almost. I am thinking about merge them with the first 2 instead of making separate campaigns.
the idea is the creation of a timeline for the region that cover 1000 year of major events in both the surface and the underground, the main area and its frontiers...
Sorry to be dim but I'm a bit consufed about the number of chapters - but my thoughts are the same either way.
In my experience most players typically become invested in (some of) their units and I'm not sure they'd want their old leaders and units retired and replaced halfway through a campaign.

Personally I think it would be clearer to players if you made the underground chapter a separate (but related) sequel campaign that references previous events (but no units from those times takes part). That said there are all sorts of ways to package these chapters together either as a single campaign or as a group of related campaigns as you've already done. :)

If you wanted to, you could use persistent variables to detect if players starting campaign #2 have played campaign #1 first, I suspect you may already be familiar with this sort of logic?

But this is just my opinion, part of the point of designing campaigns is to do stuff that hasn't been done before or do things differently so if you have a clear vision of how you want your chapters/campaigns to fit together; go for it - it's your work! :)

Cheers!
-- Spannerbag
SP Campaigns: After EI (v1.14) Leafsea Burning (v1.18, v1.16)
I suspect the universe is simpler than we think and stranger than we can know.
Also, I fear that beyond a certain point more intelligence does not necessarily benefit a species...
User avatar
Refumee
Posts: 286
Joined: February 12th, 2023, 10:17 am
Location: Vendraxis' Lair

Re: Clanhoof Highlands (campaign)

Post by Refumee »

Are you intereseted in some reworked Zaxali Sprites?

There is also a bobbing animation for feldrix.
Attachments
zaxali-feldrix.png
zaxali-feldrix.png (2.23 KiB) Viewed 2510 times
zaxali-warrior.png
zaxali-warrior.png (2.54 KiB) Viewed 2510 times
zaxali-eternal.png
zaxali-eternal.png (2.74 KiB) Viewed 2510 times
zaxali.zip
(31.64 KiB) Downloaded 126 times
User avatar
hermestrismi
Posts: 730
Joined: February 6th, 2016, 11:28 pm
Location: Tunisia
Contact:

Re: Clanhoof Highlands (campaign)

Post by hermestrismi »

Refumee wrote: July 12th, 2024, 12:19 pm Are you intereseted in some reworked Zaxali Sprites?

There is also a bobbing animation for feldrix.
Hi. Thank you. They look much better now. Do you have a plan for other Zaxalis?
User avatar
hermestrismi
Posts: 730
Joined: February 6th, 2016, 11:28 pm
Location: Tunisia
Contact:

Re: Clanhoof Highlands (campaign)

Post by hermestrismi »

edit:
version 0.0.8
major changes:
improvement for the gui,
adding a droppable items system (potions, weapons and artefacts),
adding new characters,
a simple presentation scenario to make navigating campaigns much easier.
note: old saves probably won't work with this update
User avatar
hermestrismi
Posts: 730
Joined: February 6th, 2016, 11:28 pm
Location: Tunisia
Contact:

Re: Clanhoof Highlands (campaign)

Post by hermestrismi »

items system:
potions: dropped in death, medium frequency, stored (give to any unit any time), (-) disappear from ground if the player reload the turn.
weapons: dropped in death, rare, give only to the unit who found, can't be stored, doesn't disappear when reload, every weapon have limits to who can take it.
artefacts: hard to found (special conditions), very rare but powerful, can be used only once, can be used in all campaigns.
User avatar
Refumee
Posts: 286
Joined: February 12th, 2023, 10:17 am
Location: Vendraxis' Lair

Re: Clanhoof Highlands (campaign)

Post by Refumee »

hermestrismi wrote: July 31st, 2024, 4:09 am
Refumee wrote: July 12th, 2024, 12:19 pm Are you intereseted in some reworked Zaxali Sprites?

There is also a bobbing animation for feldrix.
Hi. Thank you. They look much better now. Do you have a plan for other Zaxalis?
Right now, I only want to rework those 3. Bobbing, attack and maybe a moving animation. Depends how much time I have.

I also found different reefthrower sprites. I really like them. I want to flesh them out too.
Attachments
lvl2a-zaxali-reefthrower-bluechest.png
lvl2a-zaxali-reefthrower-bluechest.png (2.1 KiB) Viewed 2239 times
lvl2a-zaxali-reefthrower.png
lvl2a-zaxali-reefthrower.png (2.23 KiB) Viewed 2239 times
lvl1-zaxali-reefthrower-noshield.png
lvl1-zaxali-reefthrower-noshield.png (1.77 KiB) Viewed 2239 times
lvl1-zaxali-reefthrower.png
lvl1-zaxali-reefthrower.png (1.85 KiB) Viewed 2239 times
lvl1-zaxali-sword.png
lvl1-zaxali-sword.png (1.93 KiB) Viewed 2239 times
lvl1-zaxali-spear.png
lvl1-zaxali-spear.png (2.08 KiB) Viewed 2239 times
User avatar
Refumee
Posts: 286
Joined: February 12th, 2023, 10:17 am
Location: Vendraxis' Lair

Re: Clanhoof Highlands (campaign)

Post by Refumee »

And here some more.

You can also find them in my Saurian Pack in the unused folder.
If they are finished, I really want ot give them their own faction.
Attachments
lvl2-zaxali-sword-bigger.png
lvl2-zaxali-sword-bigger.png (2.33 KiB) Viewed 2237 times
lvl2-zaxali-spear-bigger.png
lvl2-zaxali-spear-bigger.png (2.42 KiB) Viewed 2237 times
lvl2-zaxali-reefthrower.png
lvl2-zaxali-reefthrower.png (2.32 KiB) Viewed 2237 times
monsieurlebaron
Posts: 5
Joined: December 27th, 2018, 9:54 pm

Re: Clanhoof Highlands (campaign)

Post by monsieurlebaron »

Hello.

I’m playing with pleasure this campaign but I’m blocked at the scenario “blood bonds” because the engine can’t reach the gohere sign.
I don’t know how to reach it.
Even if I try to build a road, it’s impossible to get there.
What do I have to do?
Thanks a lot and regards.
Attachments
Capture d’écran 2024-08-07 à 10.55.19.png
User avatar
hermestrismi
Posts: 730
Joined: February 6th, 2016, 11:28 pm
Location: Tunisia
Contact:

Re: Clanhoof Highlands (campaign)

Post by hermestrismi »

sorry everyone for being that late. I didn't read the new comments until now.
for that scenario, you have a right click menu for units to make a flat hex/terrain. you need to use a unit to modify the terrain before the engine can pass.
User avatar
hermestrismi
Posts: 730
Joined: February 6th, 2016, 11:28 pm
Location: Tunisia
Contact:

Re: Clanhoof Highlands (campaign)

Post by hermestrismi »

update Clanhoof Highlands (campaigns pack)
version 0.1.0
1 more campaign to the pack (5 campaigns for now),
re-adjust items system (potions, items, artefacts),
rebalancing some maps and scenarios,
3 new races,
readjust some dialogs
User avatar
hermestrismi
Posts: 730
Joined: February 6th, 2016, 11:28 pm
Location: Tunisia
Contact:

Re: Clanhoof Highlands (campaigns pack)

Post by hermestrismi »

update
Clanhoof Highlands (campaigns pack)
version 0.1.1
1 more campaign to the pack,
re-adjust items system (potions, items, artefacts),
the new campaign is Mermen Plight (wesnoth 1.0) with different maps and changes into races (Mermen, Kedari and Dwarves vs Dunfolk, Nemedians and occasionally Werewolves)
Post Reply