Adventure of the Red Moon

Discussion and development of scenarios and campaigns for the game.

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TofuOgre
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Adventure of the Red Moon

Post by TofuOgre »

A landlady has a mysterious lodger. Warlock Homz thinks her problem is connected to the night-time sightings of the recently deceased, who have a weird shrunken appearance and scuttling about Weldyn with some mysterious purpose.

Maybe 15 scenarios

It is not what you think. This has little to do with Arthur Conan Doyle’s Adventure of the Red Circle; no, it is almost all Phantasm. I started off borrowing a little from the Red Circle story, substituting rotting maggot-infested zombies for Italians, then dismiss it completely because it hard to think up battles involved about a couple fleeing from a secret crime society in a filthy crime-ridden America (a theme in a lot of Doyle’s works I have noticed).

If you get the campaign for the BfW 1.18, you will get extra dialogue. I really need to cut down or at least combine the “dialogue scenarios”. Even I prefer BATTLE BATTLE maybe a small EXPOSITION BATTLE BOSS-BATTLE-HIT-THE-SHOWERS.

Things to look out for:

No telling how many scenarios there are. You can be stuck in a loop at place called the Moon Pool.
Introduction of a Gru-like creature in lieu of a secret passage.
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TofuOgre
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Re: Adventure of the Red Moon

Post by TofuOgre »

Yes! Is it really a Homz adventure if he left out of almost every scenario?

My biggest concern was too much reading--not enough battles.

I still want the revenge motive, followed by the exploration by Homz, and Flotsom getting his comeuppance--or not--depending on the final battle. Plus, I want the Morganfurzty lich to remain a possible figment of Homz's imagination.
  • Start with Flotsom meeting the first lich: big battle.
  • First lich's origin story: exposition, small battle.
  • Red Moon, a series of events that should get Flotsom up to a 4th or 5th level Flotsom.
  • Take out that whole white mage turning into a necromancer thing.
  • Switch to the first lich, run up 3 characters, during the final battle, switch them over to sides 2, 3, 4 to face you in the end. <--This is the gimmick.
I know the above is possible because To Lands Unknown. https://r.wesnoth.org/t31799 A campaign I downloaded because of the way it handles large objects on a map, but found other stuff in it to use.

Issues occur because of how BfW handles gold crowns. One can recall multiple gold crowns to a scenario, but you also recall that crown's recruits. I would still have to [kill][/kill] him and his recruits at the start of the of the final battle, but replace him with an "ancient lich" as a compensation for the final battle. I only need him there in order recall your promoted dark adepts before switching them to the other sides.

Grus are something I should bring up as a new monster suggestion. Others have secret passageways "found" with a moveto filter, but I would like something closer to how the ancient text game Hack did it--you know, pushing your Ampersand about to hit it with your pick-axe.

Your comments hit my concerns with the story-battle lines and I will probably fix them in that direction.
white_haired_uncle
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Re: Adventure of the Red Moon

Post by white_haired_uncle »

TofuOgre wrote: September 5th, 2024, 8:46 pm
Issues occur because of how BfW handles gold crowns. One can recall multiple gold crowns to a scenario, but you also recall that crown's recruits.
It's difficult to understand what you're saying here, but it sounds like you want to recall units that had the ability to recruit in earlier scenarios, but don't want them to be able to recall units, or recruit, or ...?

So just some thoughts that might help, depending on what you're trying to do.

You can always "demote" a leader by setting can_recruit=no for the unit.

If you want the unit to still be able to recruit, but need to modify the recruit list, you can use [disallow_recruit], but be aware that it's kind of goofy (like you can only use it in prestart, which sucks, or something like that). Watch out for extra_recruit (probably not an issue if you didn't set it).

You can always take away a leader's recalls by storing (with kill) all the units on his side (except the leader, which may trigger defeat).
Speak softly, and carry Doombringer.
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TofuOgre
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Re: Adventure of the Red Moon

Post by TofuOgre »

Teams, that's the term I was looking for. If you open a save file, you can see that is how recruits are saved and matched to a gold crown.

But the big issue was having two factions fight each other in the end--or you have one faction and the other is AI-controlled. Since the player put some effort in leveling up the characters, I don't want to just kill them off.

I think it solvable.

The real problem is incorporating a detective narrative into a turn-based game. I read tynsaras' post and realized I need something like "it was Colonel Mustard, in the orangery, with a mangelwurzel" moment.
white_haired_uncle
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Re: Adventure of the Red Moon

Post by white_haired_uncle »

TofuOgre wrote: September 17th, 2024, 11:32 pm But the big issue was having two factions fight each other in the end--or you have one faction and the other is AI-controlled. Since the player put some effort in leveling up the characters, I don't want to just kill them off.
Kill removes a unit from the map, but if you've stored (a copy) first, it's not really "dead" as you can always bring it back (and change its side, etc). But by storing/killing it, it won't be on any recall list.
Speak softly, and carry Doombringer.
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