Resurection of Wesnoth Campaign

Discussion and development of scenarios and campaigns for the game.

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archlich
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Resurection of Wesnoth Campaign

Post by archlich »

I am creating a campaign taking place after the fall of the forces of Chaos. (refer to Invasion from the Unknown) My campaign centers on the main character, Ranvan, who stumbles upon the ruins of Weldyn (Let's say that the fall didn't entirely destroy it) and sees it guarded by undead. We open with Ranvan wanting to capture the necromancer guarding the ruins and interrogate him to extract the secrets of necromancy so that this band of humans could protect itself with no casualties during combat.

What I need is some commentary about what I should do.


If you care enough to help me, (that is, try my campaign and give me commentary) older versions are here. I have the one for Wesnoth 1.6 on the add-on server. All subsequent versions will be on the Wesnoth 1.6 add-on server.
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Resurection_of_Wesnoth.tar.gz
second release
REQUIRES EXTENDED ERA
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Resurection_of_Wesnoth.tar.gz
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Last edited by archlich on May 17th, 2009, 3:54 pm, edited 5 times in total.
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Scubaforce
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Re: Resurection of Wesnoth Campaign

Post by Scubaforce »

I like the concept of your campaign a lot, but I have a few problems with the first scenario.

First of all, I think the girl is a bit overpowered, I pretty much played with just her.
Second, I would add more villages, especially for the undead, cuz they just sit there and die after you take the initial money out.
And lastly, I think I like it.
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archlich
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Re: Resurection of Wesnoth Campaign

Post by archlich »

Scubaforce wrote:I like the concept of your campaign a lot, but I have a few problems with the first scenario.

First of all, I think the girl is a bit overpowered, I pretty much played with just her.
Second, I would add more villages, especially for the undead, cuz they just sit there and die after you take the initial money out.
And lastly, I think I like it.
I admit, I make my units a bit overpowered and have difficulty controlling myself. I will fix that unit, but-

-in terms of overpowered units, I thought that the main character would be the overpowered one. I suppose the level four advancement is, considering that it has an ability that gives adjacent friendly units the berserk special on all attacks while attacking. (Think of the power in the hands of anyone with tactical skill...)

But that is way into level four.

As for the undead, I suppose I can fix that by making their bonus guided by moveto events near their castles.

Back to the main point, the girl is overpowered and the undead sit around and die. I'll fix that when the next version I'm ready to put on here is made.
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Jozrael
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Re: Resurection of Wesnoth Campaign

Post by Jozrael »

Yes, togglable berserk is OP. End of story.
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archlich
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Re: Resurection of Wesnoth Campaign

Post by archlich »

Lvl 4 Czar no longer with toggleable berserk, and could somebody tell me how much weaker the warrior lady/elite unit on there should be?

Also, you know how a necromancer is captured in this campaign? I will use an alternative unit to the dark adept line for human necromancers that deals a lot less damage than the dark adept line, but has plague and leadership. Their image will appear the same as the corresponding unit in the dark adept line, except that their robes are black.

I did not edit a single image for this unit line, but rather I made the robes appear black through the WML recolor function. With GIMP I was able to find the HTML notation for the color range that made up the robes of these units, and used this function to make the robes appear black in each image of the unit's code:

Code: Select all

~RC(a5b89c,889880,506858,72806b,44584a,4b6152>black)
Not to gloat, but that is impressive considering that many people can't change the magenta on the difficulty selection menu of their campaigns.
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Orcish Shyde
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Re: Resurection of Wesnoth Campaign

Post by Orcish Shyde »

archlich wrote:Also, you know how a necromancer is captured in this campaign? I will use an alternative unit to the dark adept line for human necromancers that deals a lot less damage than the dark adept line, but has plague and leadership. Their image will appear the same as the corresponding unit in the dark adept line, except that their robes are black.
But... but the DA line is already wearing black robes... or are they not dark enough for you?
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archlich
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Re: Resurection of Wesnoth Campaign

Post by archlich »

Orcish Shyde wrote: But... but the DA line is already wearing black robes... or are they not dark enough for you?
Do I see differently than you? That is not black. That is an awkward shade of green.

green

black


Now, my version may look so dark it's ridiculous in your opinion, but:
A. I don't want it to be the same image as the dark adept line
B. I am unskilled and unable to make good sprite art except through frankensteining
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This is approximately what it looks like, given that in the actual game its features are actually a bit clearer.
This is approximately what it looks like, given that in the actual game its features are actually a bit clearer.
adept-black.png (2.23 KiB) Viewed 6190 times
Dark Adept, and as you can see, it is green, not black.
Dark Adept, and as you can see, it is green, not black.
adept.png (1.32 KiB) Viewed 6200 times
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Orcish Shyde
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Re: Resurection of Wesnoth Campaign

Post by Orcish Shyde »

Yeah, you do see differently to me - the normal adept is, at absolute worst, a green-based dark grey. I always figured it was meant to represent black, given semi-realistic shading and dyeing capabilities (I don't know how expensive green dye is, but the DA can't even afford to get decent clothes if the portraits are anything to go by). However, as a way to make a clearly different sprite, it's not that bad; I guess I'm biased or something, and certainly "ridiculous" is too strong a word for how black it is, especially if you say their very robes are corrupted by their specialist craft or something.
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archlich
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Re: Resurection of Wesnoth Campaign

Post by archlich »

The second scenario has been "finished," meaning that it is playable and has the events in place, but the map is horrible and the scenario likely unbalanced. Keep in mind that the second scenario in this campaign is meant to be relatively easy, as it is a test of the power that necromancy provides Ranvan and his men. Also, the tracking map hasn't been updated yet.

Playable on the second release, which is at the top next to the previous one.


The next step in the story is:

A. Ranvan builds up his army in the desert as well as manipulate desert trolls into joining him. (I'd like some opinions on the second part of that.)
B. Going by information gained from defeated remnant chaos forces, plans are made to take the isle of Alduin in order to access any information stored in libraries there.
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Scubaforce
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Re: Resurection of Wesnoth Campaign

Post by Scubaforce »

If this is gonna have a lot of desert fighting then you are gonna have to make some more custom units to fight against, cuz the ones in there now are too easy.
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Re: Resurection of Wesnoth Campaign

Post by kyi_the_bard »

For the trolls joining thing, I would say... special event it.

So they only join you if you do something out of the way, that boosts that scenario's difficulty a little. So you are 'rewarded' for being more awesome.
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archlich
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Re: Resurection of Wesnoth Campaign

Post by archlich »

Scubaforce wrote:If this is gonna have a lot of desert fighting then you are gonna have to make some more custom units to fight against, cuz the ones in there now are too easy.
I presume that this means units that don't suck when fighting in sand? Makes sense. But-

-A. I am limited in time and patience for making custom units
B. I would need some more ideas
C. I could just as easily add events to modify how the units fight in sand when recruited
D. On the other hand, that would make it more interesting.

Now on to the subject of trolls joining, the idea of requiring some special event also makes sense. On that note, I think I could add a little variety in what units might join. In this case, I also need more ideas. I've been away from both my campaign and these forums for three days due to a trip away from home, so I haven't been paying attention to that stuff.
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Re: Resurection of Wesnoth Campaign

Post by kyi_the_bard »

I just thought of this.

There could be trade outs.

For Example:

If you get the trolls, a horseman brings up something like, "Sir, The horses are frightened of these... beasts. I'm afraid if they travel with us we will have no control of them in battle."

So you choose, lose the ability to recruit horse-based units and gain trolls, or keep horse-based units and not gain trolls.

*Just an example situation*
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archlich
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Re: Resurection of Wesnoth Campaign

Post by archlich »

kyi_the_bard wrote:I just thought of this.

There could be trade outs.

For Example:

If you get the trolls, a horseman brings up something like, "Sir, The horses are frightened of these... beasts. I'm afraid if they travel with us we will have no control of them in battle."

So you choose, lose the ability to recruit horse-based units and gain trolls, or keep horse-based units and not gain trolls.

*Just an example situation*
That's silly; there are no horse based units in Ranvan's army.

I am considering options such as bribing various creatures to join, or taking sides between one race or another in a conflict, and so on.
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Grothendieck
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Re: Resurection of Wesnoth Campaign

Post by Grothendieck »

archlich wrote:
Scubaforce wrote:If this is gonna have a lot of desert fighting then you are gonna have to make some more custom units to fight against, cuz the ones in there now are too easy.
I presume that this means units that don't suck when fighting in sand? Makes sense. But-

-A. I am limited in time and patience for making custom units
B. I would need some more ideas
C. I could just as easily add events to modify how the units fight in sand when recruited
D. On the other hand, that would make it more interesting.

Now on to the subject of trolls joining, the idea of requiring some special event also makes sense. On that note, I think I could add a little variety in what units might join. In this case, I also need more ideas. I've been away from both my campaign and these forums for three days due to a trip away from home, so I haven't been paying attention to that stuff.
Saurians don't suck in the sand....
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