War and Home - Campaign for 1.16

Discussion and development of scenarios and campaigns for the game.

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hopelight
Posts: 4
Joined: October 29th, 2021, 10:45 pm

War and Home - Campaign for 1.16

Post by hopelight »

This is the beginning of a 1.16 campaign, a tale of a rookie wesnothian officer and the part he, along with those he meets along his way, plays in a war against a new orcish onslaught. (yes I am copypasting the same exact description everywhere, why do you ask...).

You play as loyalists (joined by elves at some point down the line) against mostly orcs and bandits (and at times undead).

Can be played with either 1 or 2 players but the amount of testing I can do is limited for multiplayer (computers are having fits).
Changelog
0.1
0.1.3
  • Fixed potential problems of missing scenarios
0.1.2
  • Fixed carryover problems (from using "waiting scenarios").
0.1.1
  • Scenario 1:
    • It adds water on either side of the bridge to make it easier to cross that way if you so choose and it adds 6 turns to the turn limit (comes down to about 60 gold on top of what would have been gained if you finished on the same turn before, so 24 gold on the next scenario, about one more unit which also makes it slightly easier).
  • Scenario 3:
    • The enemy assassin leader (Orcish Slayer) cannot take the enemy keep on turn 1 (doesn't start next to it anymore) so lesser likelihood of the allied leader stealing your keep afterwards).
    • The other enemy assassins start farther away from you (takes 2 turns for them to reach your units) so less likelihood of many units getting poisoned at the same time.
0.1.0
  • Initial release (Scenario 1, Scenario 2, Scenario 3)
It is in its earliest stages, with only 3 battles out of a planned 27-29 (though I may slightly cut down on the number if I feel some are redundant) and they are generally planned to be relatively short.

It has almost exclusively been tested on normal and the other difficulties are only basic gold changes, thus I advise playing on normal.

I would appreciate feedback on pretty much any part of it, but more specifically on these points:
- The writing (it is wordy at the beginning but should be less so as it goes on), particularly the lines of the shock trooper (Caror). I feel like I am failing at giving him a light "farmboy" kind of voice.
- The difficulty, specifically gold, Easy and Hard, and how doable the campaign is in multiplayer.

Future plans are mostly to finish the campaign and then to modify it to handle the deaths of characters (do some RPG ending slides stuff).

Some general info and thanks:
I have played this game since I was 5, making it pretty much the first videogame I have ever played and one of those I like the most.
If I can give back a little by making a campaign or 2, why not do so.
I have no idea how long my motivation will last, but it has gone on for far more then usual, so let's take that as a good sign.
I hope you'll enjoy it at least as much as I did making it (making the maps and coding the WMl that is, not playtesting... playtesting is hell).

I am probably forgetting something important, either in this post or in the actual add-on but I have been sitting on it for almost a week so at this point it's going out into the wild and I shall deal with whatever I have forgotten when it pops back up.
Last edited by hopelight on November 14th, 2021, 10:36 pm, edited 5 times in total.
Author of War and Home, a 1.16 campaign.
white_haired_uncle
Posts: 760
Joined: August 26th, 2018, 11:46 pm
Location: A country place, far outside the Wire

Re: War and Home - Campaign for 1.16

Post by white_haired_uncle »

I played on normal, and found it to be quite difficult, though I had a horrible run of luck. The turn limit in S1 may be a bit low, if you have bad luck (as in can't score a single hit three turns in a row on the stupid bridge) it's going to be nearly impossible to reach the NE leader.

S3 was particularly annoying. One of my leaders got seriously injured and poisoned on turn 1, then my "ally" kept grabbing all the villages so she couldn't heal.
hopelight
Posts: 4
Joined: October 29th, 2021, 10:45 pm

Re: War and Home - Campaign for 1.16

Post by hopelight »

Well, first of all, thanks for having played this stub of a campaign.

For the first scenario, the idea on my end was more to use the bridge as a way to draw most of the enemy away from their leaders while your troops on the left cross the shoals and a few men loop around on the right.
I think I'll look into adding shallow water the whole way on each side of the bridge to make it simpler to cross if someone chooses to.
That being said, that would still probably be a difficult way to push so I am unsure if I want to facilitate it (and it would potentially make it harder to draw them in without getting overwhelmed). I'll have to test it out.

For the third scenario the idea was to have the allied leader concentrate on the north so you should have had villages "free" (not blocked by the AI) in the southern half of the map. I'll test the AI some more to see if it remains in the upper half and potentially add a few villages on the southern side because there might not be enough (and I'll look into whether reducing the number of assassins would be better).

Apart from that, thanks for the feedback and hope you liked it nonetheless!
Author of War and Home, a 1.16 campaign.
white_haired_uncle
Posts: 760
Joined: August 26th, 2018, 11:46 pm
Location: A country place, far outside the Wire

Re: War and Home - Campaign for 1.16

Post by white_haired_uncle »

hopelight wrote: October 30th, 2021, 11:24 pm Well, first of all, thanks for having played this stub of a campaign.

For the first scenario, the idea on my end was more to use the bridge as a way to draw most of the enemy away from their leaders while your troops on the left cross the shoals and a few men loop around on the right.
I think I'll look into adding shallow water the whole way on each side of the bridge to make it simpler to cross if someone chooses to.
That being said, that would still probably be a difficult way to push so I am unsure if I want to facilitate it (and it would potentially make it harder to draw them in without getting overwhelmed). I'll have to test it out.

For the third scenario the idea was to have the allied leader concentrate on the north so you should have had villages "free" (not blocked by the AI) in the southern half of the map. I'll test the AI some more to see if it remains in the upper half and potentially add a few villages on the southern side because there might not be enough (and I'll look into whether reducing the number of assassins would be better).

Apart from that, thanks for the feedback and hope you liked it nonetheless!
S1: That's pretty much what I ended up doing, but I thought it was just kind of a fluke since I was also having a run of bad luck in the west. Once I finally got out of the water I only had a few turns left to take out both leaders and their new recruits.

S3: My leader had 1HP left and poisoned at the beginning of turn 2. Not sure how I would head south when there are a bunch of enemies down there. I just tried it out again and had a little better luck (though I really don't care for a scenario where all of my leaders get poisoned on turn 1), as she didn't take as much damage and we actually killed one of the assassins on the first turn. You might want to try a test where you don't attack at all on turn 1 and go easy on turn 2 to simulate how a very short run of bad luck can send this scenario south very quickly (several of your units and your allies poisoned at the same time, and enemies in your territory you have to avoid).
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winkr7
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Joined: May 16th, 2019, 2:09 pm

Re: War and Home - Campaign for 1.16

Post by winkr7 »

I played on easy and got beat by sc1. I bocked the bridge with one heavy infantry and tried to cross the ford. I almost got across but the green lady rand down to the shore and said something witty and killed my heavy infantry.

You introduce 5 characters at the start, which is prolly too many to identify with. 2 clearly discernable characters is easier to follow.

yours
winkr7
hopelight
Posts: 4
Joined: October 29th, 2021, 10:45 pm

Re: War and Home - Campaign for 1.16

Post by hopelight »

white_haired_uncle wrote: October 31st, 2021, 4:44 pm S3: My leader had 1HP left and poisoned at the beginning of turn 2. Not sure how I would head south when there are a bunch of enemies down there. I just tried it out again and had a little better luck (though I really don't care for a scenario where all of my leaders get poisoned on turn 1), as she didn't take as much damage and we actually killed one of the assassins on the first turn. You might want to try a test where you don't attack at all on turn 1 and go easy on turn 2 to simulate how a very short run of bad luck can send this scenario south very quickly (several of your units and your allies poisoned at the same time, and enemies in your territory you have to avoid).
Thanks for the advice on testing and the clarifications, I see what you mean on the annoyance front, will probably test on reducing the amount of assassins/placing them farther away/maybe replacing some with other unit types.
winkr7 wrote: November 1st, 2021, 2:42 am I played on easy and got beat by sc1. I bocked the bridge with one heavy infantry and tried to cross the ford. I almost got across but the green lady rand down to the shore and said something witty and killed my heavy infantry.

You introduce 5 characters at the start, which is prolly too many to identify with. 2 clearly discernable characters is easier to follow.
Thanks for the info on easy and for the "pace" of character introductions. I'll try to see how I could make it more reasonably spread out (though I fear it 's better if the 4 "trainees" remain there) and the generals are secondary characters, so I'll try and work on their intros, maybe reduce it (however, they were mostly meant as "announcers").

Thanks a lot for the feedback!

EDIT: idea that just popped in my head (obviously just after I had closed my browser...): for the character rate, which was also something that had slightly bothered me during planning, adding a smaller intro before the first scenario of the lieutenant and the shock trooper (I honestly know them by their portraits), say, defending their village for 1-2 days (i.e: 6-12 turns) before one of the generals arrive could make the introductions smoother.
Author of War and Home, a 1.16 campaign.
hopelight
Posts: 4
Joined: October 29th, 2021, 10:45 pm

Re: War and Home - Campaign for 1.16

Post by hopelight »

Well, update out (version 0.1.1).
Spoiler:
Let's hope it works and solves a few of the existing problems.

EDIT:

Might as well add it on the same post since it's a small update: 0.1.2
Would highly advise reloading at the end of the Road to Lintanir
Spoiler:
About 0.1.3 as well:
Spoiler:
Author of War and Home, a 1.16 campaign.
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