Upped the turn limit by one and removed starting villages...
...from the enemies in order to slow down their initial rush a bit. Also added a few TODO notes.
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1 changed files with 10 additions and 5 deletions
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@ -7,7 +7,7 @@
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{SCENARIO_MUSIC "revelation.ogg"}
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{EXTRA_SCENARIO_MUSIC "wanderer.ogg"}
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{EXTRA_SCENARIO_MUSIC "nunc_dimittis.ogg"}
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{TURNS 27 25 23}
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{TURNS 28 26 24}
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{DEFAULT_SCHEDULE}
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@ -72,6 +72,9 @@
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{STARTING_VILLAGES 1 3}
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{STARTING_VILLAGES_AREA 1 30 4 3}
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# Neither enemy leader gets starting villages, in order to slow down their
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# initial rush a bit
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[side]
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id=Haf-Mal
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name= _ "Haf-Mal"
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@ -88,8 +91,6 @@
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{GOLD 80 100 110}
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[/side]
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{STARTING_VILLAGES 2 10}
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[side]
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id=Jarmal-Gorg
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name= _ "Jarmal-Gorg"
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@ -106,8 +107,6 @@
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{GOLD 80 100 110}
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[/side]
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{STARTING_VILLAGES 3 12}
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[event]
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name=prestart
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@ -217,6 +216,9 @@
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[/message]
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[/event]
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# TODO: randomize temples properly, and make Moremirmu appear at the end of
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# scenario if the player never found him
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#define EMPTY_TEMPLE_TRAP X Y
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[event]
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name=moveto
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@ -482,6 +484,9 @@
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name=time over
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{ISLE_GALLEON_ARRIVE}
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{RESTORE_RECALL_LIST}
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# TODO: use an existing unit as the speaker, and maybe add the message
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# to the enemies defeated event too
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[message]
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speaker=narrator
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image=units/elves-wood/fighter.png
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