The Harvest - a Myth: The Fallen Lords ispired scenario emulating a core campaign experience.
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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
Re: The Harvest - a Myth: The Fallen Lords ispired scenario emulating a core campaign experience.
Hello,
I have resumed works on the campaign recently. I started by balancing the 2nd scenario, which still comes separate. I have been thoroughly testing it over and over, but with my level of familiarity I can't tell how challenging it is. I would be most grateful for trying it out and giving me feedback.
I have resumed works on the campaign recently. I started by balancing the 2nd scenario, which still comes separate. I have been thoroughly testing it over and over, but with my level of familiarity I can't tell how challenging it is. I would be most grateful for trying it out and giving me feedback.
Re: The Harvest - a Myth: The Fallen Lords ispired scenario emulating a core campaign experience.
I went to the Add-ons to load the scenario/campaign. But there is nothing showing with Harvest in the name.
I am running 1.18.5
I am running 1.18.5
Re: The Harvest - a Myth: The Fallen Lords ispired scenario emulating a core campaign experience.
Ah, good point. It's still in 1.16, sorry. Updating to higher versions ruined the cutscenes.
Re: The Harvest - a Myth: The Fallen Lords ispired scenario emulating a core campaign experience.
Hello,
The extra scenario is available in 1.18. When you test your own level over and over, you get too good at it. I would be very grateful for any feedback on difficulty.
The extra scenario is available in 1.18. When you test your own level over and over, you get too good at it. I would be very grateful for any feedback on difficulty.
Re: The Harvest - a Myth: The Fallen Lords ispired scenario emulating a core campaign experience.
Hiya - I just played the Harvest Scenario 2 on Wesnoth 1.18.
I played on the middle difficulty (sargeant) - overall, on first go found it a few moderate challenges but not too difficult and was comfortable by the end. So overall - good, but could maybe have been a mite harder. I'm an experienced Wesnoth player though.
I've played a few other zombie survival-style Wesnoth scenarios that are *much* harder (have not beaten them), so this was a nice change I guess.
I guess given the mainly Level 0 battle between walking corpses and peasants/ruffians/woodsmen - if you make a few mistakes / have bad luck, there is always the risk of a "chain reaction" where enemy could quicky get a big local numerical advantages and then overwhelm your forces.
Some more detailed comments behind spoilers:
I played on the middle difficulty (sargeant) - overall, on first go found it a few moderate challenges but not too difficult and was comfortable by the end. So overall - good, but could maybe have been a mite harder. I'm an experienced Wesnoth player though.
I've played a few other zombie survival-style Wesnoth scenarios that are *much* harder (have not beaten them), so this was a nice change I guess.
I guess given the mainly Level 0 battle between walking corpses and peasants/ruffians/woodsmen - if you make a few mistakes / have bad luck, there is always the risk of a "chain reaction" where enemy could quicky get a big local numerical advantages and then overwhelm your forces.
Some more detailed comments behind spoilers:
Spoiler:
Re: The Harvest - a Myth: The Fallen Lords ispired scenario emulating a core campaign experience.
Thank you very much, Snarkus.
When designing these scenarios, you constantly fight the urge to just "add more units, make them stronger". If you are interested, I can tell you what happened from the code level.
You have inspired an interesting idea with the skeletons:
My biggest issue is with the villages in the south. Putting units there is supposed to be suicidal, but the AI navigates this area poorly.
When designing these scenarios, you constantly fight the urge to just "add more units, make them stronger". If you are interested, I can tell you what happened from the code level.
Spoiler:
Spoiler:
Re: The Harvest - a Myth: The Fallen Lords ispired scenario emulating a core campaign experience.
Was I supposed to get a Dwarf? I don't see one.
The Skeletons that crossed the river - one attacked me, but the other two ran to the NW corner and hooked up with some undead up there.
It looks like there is an ankh amulet stuck in a cairn in the east. Can I get it?
There's what looks like a village at 71,23 but the label says "Trash".
The Skeletons that crossed the river - one attacked me, but the other two ran to the NW corner and hooked up with some undead up there.
It looks like there is an ankh amulet stuck in a cairn in the east. Can I get it?
There's what looks like a village at 71,23 but the label says "Trash".
Re: The Harvest - a Myth: The Fallen Lords ispired scenario emulating a core campaign experience.
Color me confused. I downloaded "The Harvest Scenario 2", and it is now in my menu. I started playing it and noticed that it was saving as "The Vampire Strikes Back".
I didn't know you could do this. Why would you want to?
I didn't know you could do this. Why would you want to?
Re: The Harvest - a Myth: The Fallen Lords ispired scenario emulating a core campaign experience.
This scenario is meant as a follow-up level after the "River Dead" scenario if you beat the enemy leaders (and thus stay in the village).
There are many scenery elements meant for storytelling purposes. The cairn with amulet surrounded by flowers is a newly arranged burial site after the previous battle. The trashed village is no longer inhabited - it was in the previous scenario.
I suppose you played the hardest difficulty - you don't get the dwarf at this setting. Instead there is a human non-combatant mayor replacing him.
The scenario itself is complete, but meant to become part of a bigger campaign. The names are meaningless, thus many are either a prank or a placeholder.
There are many scenery elements meant for storytelling purposes. The cairn with amulet surrounded by flowers is a newly arranged burial site after the previous battle. The trashed village is no longer inhabited - it was in the previous scenario.
I suppose you played the hardest difficulty - you don't get the dwarf at this setting. Instead there is a human non-combatant mayor replacing him.
The scenario itself is complete, but meant to become part of a bigger campaign. The names are meaningless, thus many are either a prank or a placeholder.