Commit graph

7241 commits

Author SHA1 Message Date
mattsc
fdac7d7c5e SotBE S7: remove unnecessary keys from [side] tag 2013-10-09 18:52:57 -07:00
David Mikos
913c6cb693 bubadadabum: UTBS - dark assassin unit WML update 2013-10-09 00:52:14 +10:30
Bär Halberkamp
87b5054e34 Updated leading anims for the HttT units 2013-10-07 23:23:27 +02:00
Bär Halberkamp
895e0c963d Ran wmlindent 2013-10-07 20:49:46 +02:00
Bär Halberkamp
36a759e56f Updated the HttT animationwml to the new syntax 2013-10-07 20:46:56 +02:00
mattsc
3c5aab0c25 SotBE S6: make it impossible to block gelleon landing sites
Previously, if you had a unit on the transport galleon landing site,
the galleon would not be able to unload its troops.  Now, the unloading
condition kicks in when the ship gets to the landing site or if ends up
next to an enemy unit.
2013-10-07 06:19:32 -07:00
mattsc
813f70e164 SotBE S6: give units 2 MP after disembarking 2013-10-07 06:19:31 -07:00
mattsc
aa2b5c3839 SotBE S6: don't need 'landed' variable any more
The previous commit makes this unnecessary.
2013-10-06 20:27:14 -07:00
mattsc
18c9fd858a SotBE S6: simplify the transport galleon code
It was much more complicated than it needed to be.
2013-10-06 20:23:01 -07:00
mattsc
beac96055d SotBE S6: transport galleons now return after delivering troops
They now go back to the hex from where they came (bottom left corner)
and disappear, rather than hanging out at the delivery point without
doing anything.
2013-10-06 19:50:49 -07:00
mattsc
55b0626bdf SotBE S6: remove unnecessary keys from [side] tag 2013-10-06 17:23:45 -07:00
mattsc
9efbf47dd3 SotBE S5: remove unnecessary keys from [side] tag 2013-10-06 17:16:30 -07:00
mattsc
48f99bdddd SotBE S4: add recruiting of Troll Whelps back in
This was accidentally deleted in the previous commit.
2013-10-06 17:13:05 -07:00
mattsc
181e398b78 SotBE S4: remove unnecessary keys from [side] tag 2013-10-06 17:07:39 -07:00
mattsc
990961c0bd SotBE S3: remove unnecessary keys from [side] tag 2013-10-06 17:05:06 -07:00
mattsc
8caa0dfad3 SotBE S2: remove unnecessary keys from [side] tag 2013-10-06 17:02:24 -07:00
mattsc
c76eef0698 SotBE S6: use only one variable to store away the shamans 2013-10-06 15:43:16 -07:00
mattsc
e0125c50bb SotBE S6: remove an event that does nothing 2013-10-06 15:08:12 -07:00
mattsc
a53f1e60a6 SotBE S6: remove key set to default from [unit] tag 2013-10-06 15:03:39 -07:00
mattsc
c680706056 SotBE S6: clear variable 'random' after use 2013-10-06 15:02:04 -07:00
mattsc
bb3709ffbe SotBE S6: remove HUMAN_PILLAGER macro
This can also be done with the UNIT macro.
2013-10-06 14:59:04 -07:00
mattsc
45d76a325b SotBE S6: remove GRUNT_DEFENDER, ARCHER_DEFENDER macros
This can easily be done with the existing UNIT macro, esp. since
random_traits=yes and generate_name=yes are the defaults anyway.
2013-10-06 14:50:39 -07:00
Turuk
4531783ec0 SotBE S1: wmlindent ran to properly format 2013-10-06 15:05:49 -04:00
mattsc
c4f48eae9b SotBE S4: event filter should come before event actions 2013-10-05 18:49:47 -07:00
mattsc
da8478c6d3 SotBE S4: remove unused variable 2013-10-05 18:45:34 -07:00
mattsc
7eb825c1f7 SotBE S4: remove the AI controller
It doesn't make much sense in this scenario.
2013-10-05 18:41:06 -07:00
mattsc
37157ca98d SotBE S4: remove [leader_goal] for allied AI
Not needed any more with the [avoid] tag in place.  This will also
allow the AI leader to share the keep with the player.
2013-10-05 18:40:21 -07:00
mattsc
23cd3f8ca7 SotBE S4: restrict range of allied AI even more
... so that units don't go village hopping
2013-10-05 18:39:07 -07:00
mattsc
549b706801 SotBE S4: make allied orcs stay on castle, hills and villages
They are there to defend the city, and shouldn't jump into the river or
swamps.
2013-10-05 17:45:44 -07:00
mattsc
8944783b4a SotBE S4: objectives don't change mid scenario, don't redisplay 2013-10-05 17:24:27 -07:00
mattsc
81277b89af SotBE S4: move Jetto's profile to the right
... so that it does not cover him when he's speaking.
2013-10-05 17:19:30 -07:00
mattsc
771619939f SotBE S4: move Etheliel's profile to the right
... so that it does not cover him when he's speaking.
2013-10-05 17:08:12 -07:00
mattsc
b05a8042ab SotBE S3: make trolls come out on victory if that's before Turn 7
This is now theoretically possible, although extremely unlikely
(without cheating).  The dialog is not as smooth this way, but since
this will essentially never happen, it's good enough.
2013-10-05 07:46:40 -07:00
mattsc
a6d07f2a0c SotBE: remove [ai]recruitment_pattern= in all scenarios
The new recruitment candidate action should do a better job with this
by itself.
2013-10-04 20:36:07 -07:00
mattsc
89d7b35995 SotBE S3: only flag the 2 closest villages for Kapou'e
Again, he just arrived, he wouldn't have had time yet to capture those
farther away.
2013-10-04 20:22:07 -07:00
mattsc
6d7e4480f6 SotBE S3: move orcish flags closer to keep
Kapou'e just arrived, how would he have set up those banners that far
out already?
2013-10-04 20:20:21 -07:00
mattsc
27f1227849 SotBE S1: use full list of possible unit types for role assignment 2013-10-04 20:13:26 -07:00
mattsc
ec086a6e01 SotBE S2: remove declaration/clearing of unused variables 2013-10-04 20:03:28 -07:00
mattsc
a27355ea26 SotBE S2: remove two unused village grabbing macros
There are no villages at those locations any more.
2013-10-04 19:59:08 -07:00
mattsc
5c2b88d1ce SotBE S1: remove two villages from the map 2013-10-04 19:55:32 -07:00
mattsc
74735f51cf SotBE S2: ensure that there is a helper unit at Turn 7
... even if all player units have been killed by then (except for maybe
Vrag).
2013-10-04 19:22:31 -07:00
mattsc
d1a8592545 SotBE S3: create free grunt at start if recall list is empty
This is in place of recalling the strongest unit for free.  The unit is
needed for the dialog to work.  It is not possible to come into S3 from
S1 with an empty recall list, but it is when going through S2.
2013-10-04 19:15:14 -07:00
mattsc
3ed404e297 SotBE S2: ensure that lowest-level unit is picked to send away
So that Kapou'e's troops get weakened as little as possible.
2013-10-04 19:02:55 -07:00
mattsc
70dc6f260b SotBE S3: add Wolf Rider to list of unit types for free recall 2013-10-04 16:53:23 -07:00
mattsc
ad2591e9f4 SotBE S3: highest-level unit should be used for free recall
Use the highest-level unit available on the recall list for the free
unit at the start of the scenario.
2013-10-04 16:47:06 -07:00
mattsc
ce1c26c07e SotBE S3: make dwarf leader face Kapou'e
It looks really stupid if he speaks facing north.
2013-10-04 13:18:38 -07:00
mattsc
74df800449 SotBE S3: make dwarf leader unit type dependent on difficulty
This is part of the ongoing rebalancing process.
2013-10-04 13:15:49 -07:00
mattsc
fb12af9ead SotBE S3: end scenario after the dwarf leader is killed
It makes no sense that we still have to move Kapou'e to the signpost
afterward, especially since there is no mention of it in the
objectives.  This way it is consistent with how this is done in other
mainline scenarios.
2013-10-04 13:09:02 -07:00
mattsc
6f4e3bc8c4 SotBE S3: use [modify_unit] to switch Grüü's side 2013-10-04 12:54:11 -07:00
mattsc
4308845153 SotBE S3: give the dwarves one more starting village 2013-10-04 12:30:28 -07:00