1.12 SP Campaign, Fate of a Princess (& Northern Forces)
Moderator: Forum Moderators
- Simons Mith
- Posts: 821
- Joined: January 27th, 2005, 10:46 pm
- Location: Twickenham
- Contact:
Re: 1.12 SP Campaign, Fate of a Princess (& Northern Forces)
I have a hunch that I'm not going to get much feedback on this till after I've tried updating it.
But I'm not going to have much time or inclination to try multiple iterations.
Is there anyone experienced in balancing late-campaign scenarios whose brains I can pick?
I was considering replacing many of the undead with mundane mind-controlled thralls. Second
and third level chaotic humans - bandits and the like. Dial back the number of undead but keep
a few of the big guys as boss monsters. That's fairer, I think. But can I just substitute unit for unit
reasonably safely? I don't know what pitfalls to look out for here.
But I'm not going to have much time or inclination to try multiple iterations.
Is there anyone experienced in balancing late-campaign scenarios whose brains I can pick?
I was considering replacing many of the undead with mundane mind-controlled thralls. Second
and third level chaotic humans - bandits and the like. Dial back the number of undead but keep
a few of the big guys as boss monsters. That's fairer, I think. But can I just substitute unit for unit
reasonably safely? I don't know what pitfalls to look out for here.
- Lord-Knightmare
- Discord Moderator
- Posts: 2365
- Joined: May 24th, 2010, 5:26 pm
- Location: Somewhere in the depths of Irdya, gathering my army to eventually destroy the known world.
- Contact:
Re: 1.12 SP Campaign, Fate of a Princess (& Northern Forces)
Unless you make typos in the unit ID's, it's safe. However, the existing balance of the scenario difficulty will be thrown in the trash if done so. You would need to playtest it to ensure the change does not alter the difficulty too much. Normally, having outlaws instead of undead makes it more easier, you'd have to buff the enemy sides a bit or nerf the player side(s). Again, you'd need to playtest a lot to reach a satisfactory balance.I was considering replacing many of the undead with mundane mind-controlled thralls. Second
and third level chaotic humans - bandits and the like. Dial back the number of undead but keep
a few of the big guys as boss monsters. That's fairer, I think. But can I just substitute unit for unit
reasonably safely? I don't know what pitfalls to look out for here.
Creator of "War of Legends"
Creator of the Isle of Mists survival scenario.
Maintainer of Forward They Cried
User:Knyghtmare | My Medium
Creator of the Isle of Mists survival scenario.
Maintainer of Forward They Cried
User:Knyghtmare | My Medium
Re: 1.12 SP Campaign, Fate of a Princess (& Northern Forces)
This answer is a bit belated, but is it just me or is FoaP not available for BfW 1.14?Simons Mith wrote: ↑August 6th, 2021, 8:44 pm I have a hunch that I'm not going to get much feedback on this till after I've tried updating it.
But I'm not going to have much time or inclination to try multiple iterations.
(it might be for 1.16 which has just come out and I haven't installed yet)
The thing is that undead and humans have different vulnerabilities.Is there anyone experienced in balancing late-campaign scenarios whose brains I can pick?
I was considering replacing many of the undead with mundane mind-controlled thralls. Second
and third level chaotic humans - bandits and the like. Dial back the number of undead but keep
a few of the big guys as boss monsters. That's fairer, I think. But can I just substitute unit for unit
reasonably safely? I don't know what pitfalls to look out for here.
Humans are usually resistant to arcane attacks and unaffected by impact attacks (except Footpads and their upgrades) but undead, especially skeletons, are terribly vulnerable to arcane and impact attacks which any Shaman and her upgrades, which the elvish army of FoaP should have in abundance. Also the cold-based attacks of the Snow Fairies would be much more effective against humans than undead.
Further, there is the issue of movement. Undead and humans have different movement points and costs and some undead can submerge or overfly deep water while humans usually cannot.
Re: 1.16 SP Campaign, Fate of a Princess (& Northern Forces)
FoaP
S1
oppresive -> oppressive
Ishlars and Jil lack the silver crown.
S2
18,13 is a village with an enemy unit on it. But the village is somehow still ownerless.
S3
This message shows up every turn. S3b
on their own -> of their own
When 'Galen' (one the loyal horsemen) dies, my Heavy Infantry 'Veomyr' dies too. Without any explanation.
S9
Dessen is missing a silver crown.
After, he loses his ellipses.
S10
Alingwen and Eämeral: silver crown
They are both renameable. I'd guess this goes for every other 'named' unit as well, if they are not the leader. That's a bad thingTM.
S11
Zylvia: silver crown
S17
Merllow is still listed as a unit that's not allowed to die, but his death doesn't cause a defeat.
I think the turn limit it way too tight for the amount of gold/income the enemy has.
You start mostly without any veterans that are useful here, and only 2 healers. one of them only healing 4hp until you give them enough xp.
S19
Merllow is still listed as a unit that's not allowed to die, but his death doesn't cause a defeat.
S20:
Ameck: silver crown
Merllow again.
S21
The campfires in this scenario provide no light.
S22
Vladnir: renameable
S22b
Ghidsaurs: silver crown + renameable
S25
Eämeral: silver crown
S1
oppresive -> oppressive
Ishlars and Jil lack the silver crown.
S2
18,13 is a village with an enemy unit on it. But the village is somehow still ownerless.
S3
This message shows up every turn. S3b
on their own -> of their own
When 'Galen' (one the loyal horsemen) dies, my Heavy Infantry 'Veomyr' dies too. Without any explanation.
S9
Dessen is missing a silver crown.
After
Spoiler:
S10
Alingwen and Eämeral: silver crown
They are both renameable. I'd guess this goes for every other 'named' unit as well, if they are not the leader. That's a bad thingTM.
S11
Zylvia: silver crown
S17
Merllow is still listed as a unit that's not allowed to die, but his death doesn't cause a defeat.
I think the turn limit it way too tight for the amount of gold/income the enemy has.
You start mostly without any veterans that are useful here, and only 2 healers. one of them only healing 4hp until you give them enough xp.
S19
Merllow is still listed as a unit that's not allowed to die, but his death doesn't cause a defeat.
S20:
Ameck: silver crown
Merllow again.
S21
The campfires in this scenario provide no light.
S22
Vladnir: renameable
S22b
Ghidsaurs: silver crown + renameable
S25
Eämeral: silver crown
- Attachments
-
- FoaP-Mountain Path Turn 27.gz
- Not enough time.
- (99.49 KiB) Downloaded 60 times
Re: 1.16 SP Northern Forces
It would be reaaaaally nice if one could turn off the trait selection. I just want to recruit. D:
There are sometimes weird linebreaks in the story text or dialogues.
S2
Somehow the 'loyal' units of side 2 demand upkeep. And they respawn after being killed?
S3
pasted -> passed
more than 200 -> more than 200 years
S4
have slaved -> have enslaved
There are sometimes weird linebreaks in the story text or dialogues.
S2
Somehow the 'loyal' units of side 2 demand upkeep. And they respawn after being killed?
S3
pasted -> passed
more than 200 -> more than 200 years
S4
have slaved -> have enslaved
Re: 1.12 SP Campaign, Fate of a Princess (& Northern Forces)
What version of Wesnoth are you playing it on, Konrad2? That screenshot definitely doesn't look like BfW 1.12.
Re: 1.12 SP Campaign, Fate of a Princess (& Northern Forces)
1.16, just like my post subjects say.
Re: 1.12 SP Campaign, Fate of a Princess (& Northern Forces)
Ohhhh! Since the threa title still reads 1.12 I never thought to check individual posts.
Re: 1.16 SP Campaign, Northern Forces
I love how the lord is just declared dead like that.