SotA: rebalance campaign

This commit is contained in:
nemaara 2021-03-02 02:36:20 -05:00
parent d1461370aa
commit 3e59f2ef5b
16 changed files with 64 additions and 65 deletions

View file

@ -247,7 +247,7 @@ With further observation, I have determined that this is probably not the way to
{PLACE_RAT 25 21}
#endif
#ifdef HARD
{PLACE_WOLF 42 25 STRONG RESILIENT ()}
{PLACE_WOLF 42 25 INTELLIGENT RESILIENT ()}
#endif
[/event]
@ -263,10 +263,10 @@ With further observation, I have determined that this is probably not the way to
{PLACE_WOLF 10 25 QUICK INTELLIGENT ()}
#ifndef EASY
{PLACE_WOLF 23 1 QUICK STRONG ()}
{PLACE_WOLF 42 21 STRONG RESILIENT ()}
{PLACE_WOLF 42 21 QUICK INTELLIGENT ()}
#endif
#ifdef HARD
{PLACE_WOLF 15 1 RESILIENT STRONG ()}
{PLACE_WOLF 15 1 QUICK STRONG ()}
[unit]
type=Great Wolf
variation=red

View file

@ -55,7 +55,7 @@ I decided to hide in the cemetery. That way I could try my experiment to animate
[side]
{SIDE_1_ARDONNA}
{ARDONNA_RECRUIT_1}
{GOLD 50 40 30}
{GOLD 60 50 40}
facing=se
# The scenario won't be shrouded, but some of the intro dialog is:
shroud=yes

View file

@ -156,8 +156,8 @@ The journey started well enough, but on the dawn following our departure, the wi
id=Rudic
profile=portraits/captain.png
recruit=Sailor
{GOLD 80 110 150}
income=6
{GOLD 80 100 120}
{INCOME 4 5 6}
facing=sw
color=white
[/side]

View file

@ -45,8 +45,8 @@ When the captain retained his memories, I reasoned that it may have been because
[side]
{SIDE_1_ARDONNA}
{ARDONNA_RECRUIT_3}
{GOLD 270 230 200}
income=6
{GOLD 270 230 190}
{INCOME 9 8 7}
facing=se
[unit]
{CHARACTER_STATS_BONE_CAPTAIN}

View file

@ -77,7 +77,7 @@ I was so sure I had the answer! I was wrong. I wanted to believe that I was imag
id=Bogdush
facing=sw
recruit=Wolf Rider, Goblin Knight, Goblin Pillager
{GOLD 250 325 400}
{GOLD 250 300 350}
[unit]
x,y=46,3
type=Goblin Pillager

View file

@ -60,7 +60,7 @@ After several days of travel, he approached the frontier town of Carcyn."
recruit=Cavalryman,Spearman,Bowman
profile=portraits/humans/swordsman-2.png
# Not a lot of gold is needed because of the large income from the villages:
{GOLD 100 150 200}
{GOLD 100 125 150}
{FLAG_VARIANT loyalist}
[/side]
{LIMIT_RECRUITS 2 Cavalryman 4}

View file

@ -50,7 +50,7 @@
recruit=Merman Netcaster, Merman Fighter, Merman Hunter, Mermaid Initiate
color=purple
facing=sw
{GOLD 210 290 370}
{GOLD 210 270 330}
{FLAG_VARIANT long}
[ai]
caution=3

View file

@ -45,7 +45,7 @@ Ras-Tabahn seems like an acceptable ally. He is quite different from the stodgy
{DEFAULT_SCHEDULE}
{DEFAULT_MUSIC_PLAYLIST}
{TURNS 30 31 32}
{TURNS 29 27 25}
# wmllint: validate-off
[side]
@ -69,7 +69,7 @@ Ras-Tabahn seems like an acceptable ally. He is quite different from the stodgy
id=Krissaz
facing=se
recruit=Saurian Augur,Saurian Soothsayer,Saurian Oracle
{GOLD 100 150 200}
{GOLD 90 120 150}
[/side]
[side]
@ -82,7 +82,7 @@ Ras-Tabahn seems like an acceptable ally. He is quite different from the stodgy
id=Blianxkep
facing=sw
recruit=Naga Fighter,Naga Warrior
{GOLD 180 230 300}
{GOLD 120 160 200}
[/side]
# *************************** PRESTART ***************************

View file

@ -34,7 +34,7 @@ My primary objective was met, and I had been able to press a number of ghosts in
[side]
{SIDE_1_ARDONNA}
{ARDONNA_RECRUIT_4}
{GOLD 200 190 180}
{GOLD 190 180 170}
[unit]
{CHARACTER_STATS_VENDRAXIS}
placement=leader
@ -69,7 +69,7 @@ My primary objective was met, and I had been able to press a number of ghosts in
# For each difficulty level, the first 16 woses are level-1, the rest are level-2.
#ifdef EASY
#define MAX_NUMBER_OF_WOSES
18
16
#enddef
#define WOSES_PER_TURN
4
@ -78,7 +78,7 @@ My primary objective was met, and I had been able to press a number of ghosts in
#ifdef NORMAL
#define MAX_NUMBER_OF_WOSES
22
19
#enddef
#define WOSES_PER_TURN
4
@ -87,7 +87,7 @@ My primary objective was met, and I had been able to press a number of ghosts in
#ifdef HARD
#define MAX_NUMBER_OF_WOSES
25
22
#enddef
#define WOSES_PER_TURN
5

View file

@ -35,7 +35,7 @@ We reached the Ford of Abez as the dawn light spread behind the mountain peaks t
{DEFAULT_SCHEDULE}
{DEFAULT_MUSIC_PLAYLIST}
{TURNS 36 35 34}
{TURNS 29 27 25}
[side]
# wmllint: unwho SIDE_1_ARDONNA
@ -43,20 +43,20 @@ We reached the Ford of Abez as the dawn light spread behind the mountain peaks t
# wmllint: who SIDE_1_BOTH is Ardonna,Ras-Tabahn
# wmllint: who RECALL_LOYAL_UNITS is Bone Captain, Vendraxis, Shynal, Carcyn
{SIDE_1_BOTH}
{GOLD 170 170 170}
{GOLD 170 160 150}
[/side]
[side]
side=2
type=Orcish Sovereign
type=Orcish Warlord
controller=ai
user_team_name= _ "Orcs"
name= _ "Rod-Ishnak"
id=Rod-Ishnak
team_name=bad
recruit=Orcish Crossbowman,Orcish Warrior
{GOLD 100 140 200}
{INCOME 17 22 28}
{GOLD 100 140 180}
{INCOME 6 9 12}
{FLAG_VARIANT6 ragged}
[/side]
@ -76,8 +76,8 @@ We reached the Ford of Abez as the dawn light spread behind the mountain peaks t
id=Krongk
[/unit]
recruit=Orcish Crossbowman,Orcish Warrior
{GOLD 100 140 200}
{INCOME 15 20 26}
{GOLD 90 120 150}
{INCOME 12 16 20}
{FLAG_VARIANT6 ragged}
[/side]

View file

@ -29,13 +29,12 @@ We have reached a pass through the mountains that Ras-Tabahn knew of. The air is
{DEFAULT_SCHEDULE}
{DEFAULT_MUSIC_PLAYLIST}
{TURNS 30 30 30}
{TURNS 26 25 24}
# wmllint: validate-off
[side]
{SIDE_1_BOTH}
# This assumes plenty of gold from the previous scenario.
{GOLD 150 100 50}
{GOLD 200 170 140}
fog=yes
[/side]
# wmllint: validate-on
@ -47,8 +46,8 @@ We have reached a pass through the mountains that Ras-Tabahn knew of. The air is
user_team_name= _ "Gryphons"
team_name=bad
recruit=Gryphon
{GOLD 160 180 200}
{INCOME 20 30 30}
{GOLD 70 80 90}
{INCOME 15 18 21}
[/side]
[side]
@ -58,8 +57,8 @@ We have reached a pass through the mountains that Ras-Tabahn knew of. The air is
user_team_name= _ "Gryphons"
team_name=bad
recruit=Gryphon
{GOLD 160 180 200}
{INCOME 20 30 30}
{GOLD 80 100 120}
{INCOME 9 12 15}
[/side]
{STARTING_VILLAGES 1 6}

View file

@ -33,7 +33,7 @@ We crossed the high plateaus, and forded the Arkan-thoria. Then we headed up int
# wmllint: validate-off
[side]
{SIDE_1_BOTH}
{GOLD 150 120 100}
{GOLD 160 140 120}
# There is only a little bit shrouded in this scenario (in the cave), but
# we still need this:
shroud=yes
@ -50,8 +50,8 @@ We crossed the high plateaus, and forded the Arkan-thoria. Then we headed up int
name= _ "Crelanu"
team_name=bad
recruit=Red Mage,White Mage,Mage
{GOLD 140 200 230}
{INCOME 15 22 30}
{GOLD 160 180 200}
{INCOME 10 15 20}
color=green # To match his color in LoW
{FLAG_VARIANT loyalist}
[/side]

View file

@ -54,12 +54,12 @@ Now the process is complete for both of us. I posted a guard so nothing could ha
{UNDERGROUND}
{DEFAULT_MUSIC_PLAYLIST}
{TURNS 32 29 25}
{TURNS 24 23 22}
# wmllint: validate-off
[side]
{SIDE_1_BOTH}
{GOLD 230 190 110}
{GOLD 210 180 150}
shroud=yes
[/side]
# wmllint: validate-on
@ -159,24 +159,24 @@ Now the process is complete for both of us. I posted a guard so nothing could ha
#ifdef EASY
[set_variable]
name=spider_number
value=4
value=3
[/set_variable]
#endif
#ifdef NORMAL
[set_variable]
name=spider_number
value=5
value=4
[/set_variable]
#endif
#ifdef HARD
[set_variable]
name=spider_number
value=6
value=5
[/set_variable]
#endif
[repeat]
times="$($spider_number+5)"
times=$spider_number
[do]
[unit]
x,y=23,7
@ -189,7 +189,7 @@ Now the process is complete for both of us. I posted a guard so nothing could ha
[/repeat]
[repeat]
times=5
times=4
[do]
[unit]
x,y=9,8

View file

@ -36,12 +36,12 @@ We continued down the tunnel in utter darkness for a time. The darkness presente
{UNDERGROUND}
{DEFAULT_MUSIC_PLAYLIST}
{TURNS 50 50 50}
{TURNS 45 42 39}
# wmllint: validate-off
[side]
{SIDE_1_BOTH}
{GOLD 220 180 120}
{GOLD 270 240 210}
shroud=yes
[/side]
# wmllint: validate-on
@ -51,7 +51,7 @@ We continued down the tunnel in utter darkness for a time. The darkness presente
controller=ai
user_team_name= _ "Trolls"
team_name=bad
{GOLD 100 150 200}
{GOLD 125 150 175}
type=Troll Shaman
recruit=Troll Whelp, Troll Shaman
name= _ "Shurd"
@ -65,8 +65,8 @@ We continued down the tunnel in utter darkness for a time. The darkness presente
controller=ai
user_team_name= _ "Trolls"
team_name=bad
{GOLD 200 300 400}
{INCOME 10 20 30}
{GOLD 250 300 350}
{INCOME 12 15 18}
type=Great Troll
recruit=Troll Whelp, Troll, Troll Rocklobber
name= _ "Brek"
@ -80,8 +80,8 @@ We continued down the tunnel in utter darkness for a time. The darkness presente
controller=ai
user_team_name= _ "Trolls"
team_name=bad
{GOLD 20 60 100}
{INCOME 10 20 30}
{GOLD 40 60 80}
{INCOME 15 18 21}
type=Troll Shaman
recruit=Troll Whelp, Troll Shaman
name= _ "Üurgh"

View file

@ -23,13 +23,12 @@ We left the fires of the mountain behind and plunged once more into darkness. Af
{UNDERGROUND}
{DEFAULT_MUSIC_PLAYLIST}
{TURNS 32 31 30}
{TURNS 26 25 24}
# wmllint: validate-off
[side]
{SIDE_1_BOTH}
# The player should have a lot of gold after the last scenario, so:
{GOLD 100 40 20}
{GOLD 160 140 120}
shroud=yes
[/side]
# wmllint: validate-on
@ -42,7 +41,8 @@ We left the fires of the mountain behind and plunged once more into darkness. Af
type=Dwarvish Lord
name= _ "Golbanduth"
id=Golbanduth
{GOLD 600 800 1000}
{GOLD 300 350 400}
{INCOME 15 20 25}
recruit=Dwarvish Fighter, Dwarvish Steelclad, Dwarvish Lord, Dwarvish Thunderguard, Dwarvish Pathfinder, Dwarvish Runesmith
# The castle tiles are connected through two posts (stone walls), but that
# means the AI could recruit on the posts. These two units sit on those

View file

@ -49,7 +49,7 @@ We finally made it out of the mountains. We crossed the Ford of Abez late this m
[side]
{SIDE_1_BOTH}
{GOLD 500 450 400}
{GOLD 450 375 300}
[/side]
[side]
@ -58,10 +58,10 @@ We finally made it out of the mountains. We crossed the Ford of Abez late this m
controller=ai
user_team_name= _ "Cavalry"
team_name=bad
{GOLD 200 300 400}
{GOLD 200 250 300}
recruit=Knight, Dragoon
no_leader=yes
{INCOME 10 12 15}
{INCOME 8 10 12}
{FLAG_VARIANT loyalist}
[/side]
@ -71,7 +71,7 @@ We finally made it out of the mountains. We crossed the Ford of Abez late this m
controller=ai
user_team_name= _ "Saurians"
team_name=bad
{GOLD 350 450 550}
{GOLD 180 240 300}
recruit=Saurian Ambusher
no_leader=yes
hidden=yes
@ -89,7 +89,7 @@ We finally made it out of the mountains. We crossed the Ford of Abez late this m
controller=ai
user_team_name= _ "Dwarves"
team_name=bad
{GOLD 350 450 550}
{GOLD 250 300 350}
recruit=Dwarvish Fighter, Dwarvish Steelclad, Dwarvish Lord, Dwarvish Thunderguard, Dwarvish Pathfinder, Dwarvish Runesmith
no_leader=yes
hidden=yes
@ -103,7 +103,7 @@ We finally made it out of the mountains. We crossed the Ford of Abez late this m
controller=ai
user_team_name= _ "Magi"
team_name=bad
{GOLD 300 400 500}
{GOLD 250 300 350}
recruit=Mage, Red Mage, White Mage
no_leader=yes
hidden=yes
@ -117,7 +117,7 @@ We finally made it out of the mountains. We crossed the Ford of Abez late this m
controller=ai
user_team_name= _ "Elves"
team_name=bad
{GOLD 250 320 400}
{GOLD 200 250 300}
recruit=Elvish Hero, Elvish Sharpshooter, Elvish Sorceress, Elvish Druid
no_leader=yes
hidden=yes
@ -131,7 +131,7 @@ We finally made it out of the mountains. We crossed the Ford of Abez late this m
controller=ai
user_team_name= _ "Merfolk"
team_name=bad
{GOLD 150 250 300}
{GOLD 150 200 250}
recruit=Mermaid Priestess, Mermaid Enchantress, Mermaid Initiate, Merman Warrior, Merman Netcaster, Merman Spearman
no_leader=yes
{INCOME 4 6 8}
@ -596,7 +596,7 @@ We finally made it out of the mountains. We crossed the Ford of Abez late this m
[modify_side]
side=3
hidden=no
{INCOME 10 15 20}
{INCOME 4 6 8}
[/modify_side]
[/event]
@ -622,7 +622,7 @@ We finally made it out of the mountains. We crossed the Ford of Abez late this m
[/unit]
[modify_side]
side=4
{INCOME 5 7 10}
{INCOME 4 6 8}
hidden=no
[/modify_side]
@ -703,7 +703,7 @@ We finally made it out of the mountains. We crossed the Ford of Abez late this m
[/unit]
[modify_side]
side=5
{INCOME 5 7 10}
{INCOME 4 6 8}
hidden=no
[/modify_side]
@ -768,7 +768,7 @@ We finally made it out of the mountains. We crossed the Ford of Abez late this m
[/unit]
[modify_side]
side=6
{INCOME 5 7 10}
{INCOME 4 6 8}
hidden=no
[/modify_side]