TSG S1: updated gameplay
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1 changed files with 123 additions and 96 deletions
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@ -13,10 +13,10 @@
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{campaigns/The_South_Guard/utils/sg_deaths.cfg}
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{campaigns/The_South_Guard/utils/sg_help.cfg}
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{DEFAULT_SCHEDULE}
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{DEFAULT_SCHEDULE_MORNING}
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victory_when_enemies_defeated=no
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{TURNS 40 32 24}
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{TURNS 24 20 16}
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# Scenario Introduction - Summer
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@ -39,14 +39,14 @@
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controller=human
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{CUSTOM_SG_FLAG}
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{GOLD 120 100 80}
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{INCOME 4 1 0}
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{GOLD 70 60 50}
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{INCOME 4 2 0}
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canrecruit=yes
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recruit=Peasant
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[/side] # wmllint: validate-on
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{STARTING_VILLAGES 1 4}
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{STARTING_VILLAGES 1 5}
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# The Bandit Armies
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@ -60,7 +60,8 @@
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user_team_name=_"Bandits"
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controller=ai
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{GOLD 40 70 90}
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{GOLD 20 25 30}
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{INCOME -2 0 2}
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canrecruit=yes
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#ifdef EASY
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@ -89,10 +90,10 @@
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{FLAG_VARIANT6 ragged}
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[/side]
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{STARTING_VILLAGES 2 14}
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{STARTING_VILLAGES 2 9}
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[label]
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x,y=13,10
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x,y=9,10
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text= _ "The River Fort"
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[/label]
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@ -154,21 +155,12 @@
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# Add a useful village on 'trivial' difficulty'.
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#ifdef EASY
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{MODIFY_TERRAIN Gg^Vh 13 23}
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{MODIFY_TERRAIN Gg^Vh 10 18}
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[capture_village]
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side=2
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x,y=13,23
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x,y=10,18
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[/capture_village]
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#endif
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# Modify the size of the keep of the enemy on 'simple' and 'easy' difficulties.
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#ifdef NORMAL
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{MODIFY_TERRAIN Ce 20 22}
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#endif
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#ifdef HARD
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{MODIFY_TERRAIN Ce 20 22}
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{MODIFY_TERRAIN Ce 19 24}
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#endif
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[/event]
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# Scenario Start
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@ -182,19 +174,19 @@
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[/message]
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[move_unit_fake]
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{QUANTITY type Pikeman Spearman Peasant}
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{QUANTITY type Pikeman Spearman Spearman}
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side=1
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x=18,18,18,19
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y=7,6,5,5
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x=13,13,13,14
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y=8,7,6,5
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[/move_unit_fake]
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[unit]
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{QUANTITY type Pikeman Spearman Peasant}
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{QUANTITY type Pikeman Spearman Spearman}
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id=Moreth
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name= _ "Moreth"
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unrenamable=yes
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side=1
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x,y=19,5
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x,y=14,5
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[modifications]
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{TRAIT_LOYAL}
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{TRAIT_RESILIENT}
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@ -228,7 +220,7 @@
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message= _ "Then we must head to the river fort! Sir Gerrick is guarding the armory there!"
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[/message]
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{HIGHLIGHT_IMAGE 13 10 items/gohere.png ()}
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{HIGHLIGHT_IMAGE 9 10 items/gohere.png ()}
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#ifdef EASY
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[message]
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@ -251,11 +243,11 @@
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[filter]
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side=1
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x,y=13,10
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x,y=9,10
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[/filter]
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[remove_item]
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x,y=13,10
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x,y=9,10
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[/remove_item]
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[unit]
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@ -266,7 +258,7 @@
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unrenamable=yes
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profile=portraits/sir-gerrick.png
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{IS_HERO}
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x,y=14,9
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x,y=10,9
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[modifications]
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{TRAIT_LOYAL}
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{TRAIT_RESILIENT}
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@ -323,12 +315,12 @@
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[if]
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[not]
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[have_unit]
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x,y=20,4
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x,y=15,5
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id=Deoran
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[/have_unit]
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[/not]
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[then]
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{HIGHLIGHT_IMAGE 20 4 items/gohere.png ()}
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{HIGHLIGHT_IMAGE 15 5 items/gohere.png ()}
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[message]
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speaker=narrator
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@ -339,7 +331,7 @@
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[event]
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name=moveto
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[filter]
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x,y=20,4
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x,y=15,5
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id=Deoran
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[/filter]
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@ -371,11 +363,11 @@
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name=encamped
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[remove_item]
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x,y=20,4
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x,y=15,5
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[/remove_item]
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[scroll_to]
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x,y=20,4
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x,y=15,5
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[/scroll_to]
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[message]
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@ -401,65 +393,13 @@
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[/event]
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#endif
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# Dusk - Sir Gerrick suggests that you should hold the north banks of the river.
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#ifdef EASY
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[event]
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name=turn 4
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[if]
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[have_unit]
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id=Sir Gerrick
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[/have_unit]
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[then]
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[message]
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speaker=Sir Gerrick
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message= _ "Bandits are most dangerous at night, Sir Deoran. Let us hold the north bank of the river until dawn and press our attack in the morning!"
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[/message]
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[message]
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speaker=narrator
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image=misc/time-schedules/default/schedule-firstwatch.png
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message= _ "All of your units are <i>lawful</i>. This means that they receive a combat bonus during the day and a penalty at night. Urza Mathin’s units are all <i>chaotic</i>, which means that they receive a bonus at night and a penalty during the day. You will be much more effective fighting during the day."
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[/message]
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[/then]
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[/if]
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[/event]
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#endif
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# Dawn - Sir Gerrick suggests that you should attack now!
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#ifdef EASY
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[event]
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name=turn 7
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[if]
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[have_unit]
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id=Sir Gerrick
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[/have_unit]
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[then]
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[message]
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speaker=Sir Gerrick
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message= _ "The dawn breaks — now is the time for us to attack and drive these bandits from our lands. To me, men of the South Guard!"
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[/message]
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[message]
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speaker=narrator
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image=misc/time-schedules/default/schedule-dawn.png
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message= _ "During the day, your units will deal more damage and the bandits will deal less. The more of Urza Mathin's troops you can defeat during the day, the better."
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[/message]
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[/then]
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[/if]
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[/event]
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#endif
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# Mermen - You find mermen who will become allies and protect your waterways.
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[event]
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name=moveto
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[filter]
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side=1
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x,y=6,10
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x,y=4,10
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[/filter]
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[unit]
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side=1
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{TRAIT_LOYAL}
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{TRAIT_INTELLIGENT}
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[/modifications]
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x,y=7,11
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x,y=5,11
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{IS_LOYAL}
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[/unit]
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[unit]
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{VARIABLE has_mermen "yes"}
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[/event]
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# Activate side 2 a little late so they don't send everything at you before dawn breaks
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[event]
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name=turn 4
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[gold]
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side=2
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amount={ON_DIFFICULTY 30 35 40}
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[/gold]
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[/event]
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# Dusk - Sir Gerrick suggests that you should hold the north banks of the river.
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#ifdef EASY
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[event]
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name=turn 3
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[if]
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[have_unit]
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id=Sir Gerrick
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[/have_unit]
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[then]
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[message]
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speaker=Sir Gerrick
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message= _ "Bandits are most dangerous at night, Sir Deoran. Let us hold the north bank of the river until dawn and press our attack in the morning!"
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[/message]
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[message]
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speaker=narrator
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image=misc/time-schedules/default/schedule-firstwatch.png
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message= _ "All of your units are <i>lawful</i>. This means that they receive a combat bonus during the day and a penalty at night. Urza Mathin’s units are all <i>chaotic</i>, which means that they receive a bonus at night and a penalty during the day. You will be much more effective fighting during the day."
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[/message]
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[/then]
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[/if]
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[/event]
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#endif
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# Dawn - Sir Gerrick suggests that you should attack now!
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[event]
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name=turn 6
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[if]
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[have_unit]
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id=Sir Gerrick
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[/have_unit]
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[then]
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[message]
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speaker=Sir Gerrick
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message= _ "The dawn breaks — now is the time for us to attack and drive these bandits from our lands. To me, men of the South Guard!"
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[/message]
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[/then]
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[/if]
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[message]
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speaker=Urza Mathin
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message= _ "Curses! They actually managed to survive the night! I must hold out until my brothers send more men my way."
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[/message]
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#ifdef EASY
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[message]
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speaker=narrator
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image=misc/time-schedules/default/schedule-dawn.png
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message= _ "During the day, your units will deal more damage and the bandits will deal less. The more of Urza Mathin's troops you can defeat during the day, the better."
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[/message]
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#endif
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[/event]
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# Village Ambush - You find something unexpected in one of the villages.
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[event]
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name=moveto
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[filter]
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side=1
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x,y=15,12
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x,y=11,12
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[/filter]
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#ifdef EASY
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type=Longbowman
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id=Aleron
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name= _ "Aleron"
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x,y=16,12
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x,y=12,12
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[modifications]
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{TRAIT_LOYAL}
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{TRAIT_QUICK}
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type=Peasant
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id=Aleron
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name= _ "Aleron"
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x,y=16,12
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x,y=12,12
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[modifications]
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{TRAIT_LOYAL}
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{TRAIT_STRONG}
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random_traits=yes
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id=Glasar
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name= _ "Glasar"
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x,y=16,12
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x,y=12,12
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[/unit]
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[message]
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speaker=Glasar
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message= _ "This village is ours to plunder! Leave now or die by my hand!"
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message= _ "This village is ours to plunder! Leave now or perish!"
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[/message]
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[message]
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speaker=unit
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#ifdef EASY
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[event]
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name=turn 5
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name=turn 4
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[if]
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[not]
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[have_unit]
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[/have_unit]
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[/not]
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[then]
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{HIGHLIGHT_IMAGE 13 10 items/gohere.png ()}
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{HIGHLIGHT_IMAGE 9 10 items/gohere.png ()}
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[message]
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speaker=narrator
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[/event]
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[event]
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name=turn 18
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name=turn 12
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[if]
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[variable]
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name=leader_attacked
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[/event]
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#endif
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[event]
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name=time over
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{GENERIC_UNIT 2 (Thug) 14 18}
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{GENERIC_UNIT 2 (Footpad) 15 20}
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{GENERIC_UNIT 2 (Thug) 14 19}
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{GENERIC_UNIT 2 (Poacher) 16 18}
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[message]
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speaker=Urza Mathin
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message= _ "Reinforcements from my brothers! Excellent. Let us go and crush this vermin boy who fancies himself a knight. These lands belong to the brothers Urza!"
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[/message]
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[message]
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speaker=Deoran
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message= _ "There are too many of them! I have no choice but to abandon the villagers here and retreat..."
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[/message]
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[/event]
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# Victory - The bandits are defeated.
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[event]
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[message]
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speaker=Urza Mathin
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message= _ "Ack, my days of pillage and plunder are over! Avenge me, my brothers..."
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message= _ "My days of pillage and plunder are over! Avenge me, my brothers..."
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[/message]
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[kill]
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