Imperial Multiplayer Era - version 0.17 released
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Oh okay, sorry. I am in a bit of a hurry, and dont exactly want to sift through 24 pages of topic. I'll find the history/map sometime.
And, weren't the Wesfolk on the Old continent? Because in the beginning of TROW, it says,
And, weren't the Wesfolk on the Old continent? Because in the beginning of TROW, it says,
Wouldn't that land be the Old Continent, then?"Then THEY came, the Wesfolk. They were a wicked, brutal, and dirty lot. They were the vanquished from their homes in some war in a land even farther off into the West. The Wesfolk were not numerous, but they used dark magic, and legions of the walking dead..."
hey.
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Oh, then, that kind of conflicts with what I was going to do in my campaign. I thought they were just like a bunch of outlaws and necromancers with undead servants who lost a war on the Old Continent and fled to the Green Isle. So I was going to make a campaign featuring that, but the stroyline I was planning doesn't fit with your new history... 

hey.
I think it should go a little different, since magic seems to be out of the Imperial Era for the most part, and because it seems some time passes in the Isle before the Wesfolk come towage a refugee war there.
- Lavinia falls. Humans flee to the East.
- The Orcs finally escape to grow settlements.
- Small kingdoms sprout everywhere. This is where the Dark Arts start to gain territorial power.
- The Wesfolk get their asses kicked while many of the small kingdoms try to consolidate their power, so they flee to the East too.
- The "late Imperial Era" should start about here, with no Wesfolk around, after the consolidation of some mayor nations/factions, and with most/all the Orcs going trough the Gates opened by the Lich-Lords.
And from here the prelude of The Rise of Wesnoth would take place, with the discovery of the Light and stuff during the start of the war with the Wesfolk.
If we compare to real history, the Wesfolk were driven off during the Early Dark Age, and the late Imperial Era would be the Middle Ages.
- Lavinia falls. Humans flee to the East.
- The Orcs finally escape to grow settlements.
- Small kingdoms sprout everywhere. This is where the Dark Arts start to gain territorial power.
- The Wesfolk get their asses kicked while many of the small kingdoms try to consolidate their power, so they flee to the East too.
- The "late Imperial Era" should start about here, with no Wesfolk around, after the consolidation of some mayor nations/factions, and with most/all the Orcs going trough the Gates opened by the Lich-Lords.
And from here the prelude of The Rise of Wesnoth would take place, with the discovery of the Light and stuff during the start of the war with the Wesfolk.
If we compare to real history, the Wesfolk were driven off during the Early Dark Age, and the late Imperial Era would be the Middle Ages.
Cuyo Quiz,where madness meets me 
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"I know that, but every single person nags about how negative turin is; it should be in the FPI thread "Turin should give positive comments" =)"-Neorice,23 Sep 2004

Turn on, tune in, fall out.
"I know that, but every single person nags about how negative turin is; it should be in the FPI thread "Turin should give positive comments" =)"-Neorice,23 Sep 2004
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Cuyo Quiz's version makes sense to me. However, Im a bit unclear as to exactly how magic came into the World of Wesnoth, and how the Wesfolk learned magic, and the discovery of the Light, and blah blah blah, but I guess thats not entirely important. What I really don't get, is how Ranger M said the Wesfolk were the Dardanoi. I should think Haldric's people were the Dardanoi, colonizing the Green Isle and living there after/during the final war with Lavinia, and the wesfolk, as Cuyo said, came much later.
hey.
Actually Cuyo Quis is right, and this is a very good example of why you should read the history that comes with the era, along with alot of this thread, as they don't get things wrong.
yep, the dardoni are haldric's people (i just got confused) the westfolk dop come later, although I'm not sure if there is an explination as to why yet.
And what do you mean by 'the discovery of the light'?
yep, the dardoni are haldric's people (i just got confused) the westfolk dop come later, although I'm not sure if there is an explination as to why yet.
And what do you mean by 'the discovery of the light'?
The Discovery of the Light would be the power of Mages to confront the power of the amassing Undead Mages...Ranger M wrote:Actually Cuyo Quis is right, and this is a very good example of why you should read the history that comes with the era, along with alot of this thread, as they don't get things wrong.
yep, the dardoni are haldric's people (i just got confused) the westfolk dop come later, although I'm not sure if there is an explination as to why yet.
And what do you mean by 'the discovery of the light'?
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I did read the history. It has some gaps. I'm just attempting to find out about/explain/fill them here.Ranger M wrote:Actually Cuyo Quis is right, and this is a very good example of why you should read the history that comes with the era, along with alot of this thread, as they don't get things wrong.
yep, the dardoni are haldric's people (i just got confused) the westfolk dop come later, although I'm not sure if there is an explination as to why yet.
And what do you mean by 'the discovery of the light'?
hey.
- In TRoW, it is said Haldric's people learn about magic when the Wesfolk come and start their refugee war. How the Wesfolk learned magic, is still a mistery (handle carefully).
- IIRC, turin made a map that showed the the Wesfolk in the north region of the Dardanoi lands. If they were always there or they sprout in the end, another mistery.
- IIRC, turin made a map that showed the the Wesfolk in the north region of the Dardanoi lands. If they were always there or they sprout in the end, another mistery.
That is what i think. Only hermits careless for furthering their knowledge seems to be able to harness that power. My guess is that this is how the "monastic orders" (the Mermen ones too) sprouted after the war with the Wesfolk.The Raven wrote:The Discovery of the Light would be the power of Mages to confront the power of the amassing Undead Mages...
Cuyo Quiz,where madness meets me 
Turn on, tune in, fall out.
"I know that, but every single person nags about how negative turin is; it should be in the FPI thread "Turin should give positive comments" =)"-Neorice,23 Sep 2004

Turn on, tune in, fall out.
"I know that, but every single person nags about how negative turin is; it should be in the FPI thread "Turin should give positive comments" =)"-Neorice,23 Sep 2004
The Wesfolk almost certainly learned magic from the North Elves - Elves are, I would say, the source of all magic. The question is whether they learned it directly (dunno how) or indirectly (through the Marauders or Arendians - do Arendians use magic?)Cuyo Quiz wrote:- In TRoW, it is said Haldric's people learn about magic when the Wesfolk come and start their refugee war. How the Wesfolk learned magic, is still a mistery (handle carefully).
An interesting dynamic could be the Lavinians' refusal to use magic, and perhaps even their refusal to acknowledge its existence - the Marauders are using magic against them, but the Lavinians don't understand it. The Lavinians are the race most similar to earth-men - they don't use magic, don't believe in magic, etc. The humans in Wesnoth are the most non-real-world - they teach magic in their schools. I see It as being a kind of meeting of two worlds - the Old Continent is magic-less and primarily human, the Great Continent magic-full and primarily elvish, and as races move between the two continents they blend somewhat.
I did?Cuyo Quiz wrote:- IIRC, turin made a map that showed the the Wesfolk in the north region of the Dardanoi lands. If they were always there or they sprout in the end, another mistery.

I don't understand all the references to the Discovery of the Light - is there something I missed earlier in the thread? What exactly is this concept?Cuyo Quiz wrote:That is what i think. Only hermits careless for furthering their knowledge seems to be able to harness that power. My guess is that this is how the "monastic orders" (the Mermen ones too) sprouted after the war with the Wesfolk.The Raven wrote:The Discovery of the Light would be the power of Mages to confront the power of the amassing Undead Mages...
BTW, I plan on making the HISTORY doc even more detailed, so we can move more towards getting a cohesive vision for the Old Continent/Green Isle.
For I am Turin Turambar - Master of Doom, by doom mastered. On permanent Wesbreak. Will not respond to private messages. Sorry!
And I hate stupid people.
The World of Orbivm
And I hate stupid people.
The World of Orbivm
Term i fleshed up just now. In TRoW it is stated that Haldric's people learnt magic from their encounter with the Wesfolk. But i don't think the first Mages and their fire could have been enough to get rid of the Undead legions, unless Great Mages sprouted all over the place.turin wrote:I don't understand all the references to the Discovery of the Light - is there something I missed earlier in the thread? What exactly is this concept?
This is what drives me to think that at some point in the war, some Mages started tilting towards a monastic/hermit life, and unlike their hard-studying brothers, some returned wielding magic that could crush the Undead in a wink (Holy damage type).
Also, something like that seems to have happened with the Mermen (heck, maybe the first White Mages learned about the Light from them), so "The Discovery of the Light" would have been the turning point of the war in favor of the wesnothians (Of course, conveniently played down a little by the Mage guilds

Cuyo Quiz,where madness meets me 
Turn on, tune in, fall out.
"I know that, but every single person nags about how negative turin is; it should be in the FPI thread "Turin should give positive comments" =)"-Neorice,23 Sep 2004

Turn on, tune in, fall out.
"I know that, but every single person nags about how negative turin is; it should be in the FPI thread "Turin should give positive comments" =)"-Neorice,23 Sep 2004
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hey that's a pretty good subject for a campaign: "The discrovery of the Light." Follows the rise of the Wesfolk's dark magic, and how one heroic young mage, after being driven from his home by them, received a relevation from the power only known as The Light, and led the people to victory against the Dark Wizards, forcing them to flee to the Green Isle...
I'll let someone more skilled at campaign-making than me implement this idea. It's too good to waste.
I'll let someone more skilled at campaign-making than me implement this idea. It's too good to waste.
hey.
ANNOUNCEMENT:
According to Xan, weapons specials as well as abilities are now WML-customizable. From what I've seen, the proposed "formation" specialty is not possible yet, but specials such as "rage" are.
I've committed a file abilities.cfg to the IE, but all it contains right now is ABILITY_HIDES_SAND and WEAPON_SPECIAL_RAGE. Rage is like beserk, but with two rounds not 30.
I didn't add Rage to any units; if Disto wants to give it to some marauders, he can. Also, if Ranger M or Raven has a special they want to add to their units, I'll see if I can get the code figured out (or you an try). But keep in mind that if we do this, we are effectively making the Imperial Era 1.1.3-compatible only... I don't have a problem with doing this, but others might.
According to Xan, weapons specials as well as abilities are now WML-customizable. From what I've seen, the proposed "formation" specialty is not possible yet, but specials such as "rage" are.
I've committed a file abilities.cfg to the IE, but all it contains right now is ABILITY_HIDES_SAND and WEAPON_SPECIAL_RAGE. Rage is like beserk, but with two rounds not 30.
I didn't add Rage to any units; if Disto wants to give it to some marauders, he can. Also, if Ranger M or Raven has a special they want to add to their units, I'll see if I can get the code figured out (or you an try). But keep in mind that if we do this, we are effectively making the Imperial Era 1.1.3-compatible only... I don't have a problem with doing this, but others might.
For I am Turin Turambar - Master of Doom, by doom mastered. On permanent Wesbreak. Will not respond to private messages. Sorry!
And I hate stupid people.
The World of Orbivm
And I hate stupid people.
The World of Orbivm
Huh?turin wrote:From what I've seen, the proposed "formation" specialty is not possible yet
Code: Select all
[abilities]
[resistance]
name= _ "formation"
description= _ "whatever"
[/resistance]
[resistance]
add=10
cumulative=no
apply_to=blade,pierce,impact
affect_self=yes
[filter_adjacent]
adjacent=n,s
type=formation_unit_type
[/filter_adjacent]
[/resistance]
[resistance]
add=10
cumulative=no
apply_to=blade,pierce,impact
affect_self=yes
[filter_adjacent]
adjacent=ne,sw
type=formation_unit_type
[/filter_adjacent]
[/resistance]
[resistance]
add=10
cumulative=no
apply_to=blade,pierce,impact
affect_self=yes
[filter_adjacent]
adjacent=nw,se
type=formation_unit_type
[/filter_adjacent]
[/resistance]
[/abilities]
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