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So I wrote a Wesnoth campaign

[EDIT:  New version uploaded with latest changes 6/10/22.]

Now and then, here and there, in bits of stolen time over the past ... I dunno, several years? I've been building a campaign for "Battle for Wesnoth" - an open-source turn-based tactics game for which we've had a couple of succession games here in the past.  Though the campaign has always been an occasional project for me at best, I actually got a fair amount of work done on it over the past year, and have a full "story arc" of six scenarios working and ready to go!  I've playtested them all myself to an extent, but I'd love to see what RB veterans and/or newcomers think of it.  I hope some of you will play through it and enjoy it and hopefully share your impressions - or even report on how it goes; I'd be delighted, for instance, if this spawned a new succession game!

There are still a number of things I'm uncertain about, including the range of difficulties and how they're handled - plus, I'm not afraid of learning that something of which I thought I was certain turns out to actually be a problem!

The story begins in a goblin cave, where a young scout, a student of human language and ways of living, has learned of converging orcish and human armies that may bring death and ruin to all the lands he knows.  He has the beginnings of a plan - or at least a hope - to prevent the conflagration, but even if he can convince his chief to implement it, it's going to be a long and dangerous road.

I envision the campaign as a three- to four-arc story, with several scenarios in each arc, and each arc supporting the others but also capable of standing alone.  (In fact, I'd have made it three to four separate campaigns if I knew of a way for one campaign to reference characters and/or variables from another; I've thought of a way to emulate this effect, and may implement it, depending on how far I take this.)  The six scenarios I've built so far comprise the first arc for our goblin scout and his companions - the dangerous road of which I wrote above. Beyond that ... well, we'll see.

I should note that though there's a fair amount of "new" art, most of it just consists of placeholders modified slightly from core art from the game - and almost the only exception, my own extremely amateurish work, is a single painting made to stand for half a dozen.  I may create more art in the future, but given that, I'm content with the way it looks for now.  Mostly because of non-gameplay-specific images though, it's a pretty big zip file; if anyone prefers that I post a smaller one, replacing most of the placeholder images with generic ones from the game, let me know.

To play, make sure you have the latest "stable" version of Battle for Wesnoth (I think 1.16.2 - it's available as a free download from the game's site, linked above) and unzip the attached campaign folder in the directory where user-made campaigns normally go: The "[whatever your Wesnoth userdata path is]/data/add-ons/" folder - then just run Wesnoth and choose the campaign, called "The Twilight Compact," from the campaign list!  (It'll most likely be at the very end; you'd also choose difficulty level from the campaign selection screen.)

Let me know if you have any questions, thoughts on the campaign design, bugs, or, you know, whatever!  If nothing else, I hope someone has fun with the campaign!


Attached Files
.zip   the_twilight_compact.zip (Size: 8.81 MB / Downloads: 10)
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Awesome, Ref! I'll check this out. popcorn
There is no way to peace. Peace is the way.
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I demand a documented succession game like the XCom game.
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
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Sounds interesting, RefSteel. nod It has been ages since I have played Wesnoth; this could be a great excuse reason to get back into the game.
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This is so cool. I'll definitely check it out and report back over the next couple of weeks!
Past Games: PB51  -  PB55  -  PB56  -  PB58 (Tarkeel's game)  - PB59  -  PB60  -  PB64  -  PB66  -  PB68 (Miguelito's game)     Current Games: None (for now...)
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Awesome. I have some very fond memories of Wesnoth. Such a great game.
Mods: RtR    CtH

Pitboss: PB39, PB40PB52, PB59 Useful Collections: Pickmethods, Mapmaking, Curious Civplayer

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Thanks for all the kind words!  I should warn you that this campaign does lots of weird stuff:  Lots of little custom AIs (created via kluges) so certain units act more like I think they would in this world and less like what the standard Wesnoth AI does by default, reinventing several wheels, and special rules that hopefully are either cool surprises when you encounter them, adequately explained by the dialogue, or both.  I've tried to make sure these will be interesting rather than frustrating, but that's one of the things I'd love to know:  Did anything take you by surprise that should have been better explained?  Thanks very much to anyone who has a look!

(Also, if anyone does want to pull together a succession game and wants me to take part, I'll do my best, though on the one hand I of course know all the "secrets" and on the other don't regard myself as an especially strong player of Wesnoth.)
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(May 20th, 2022, 00:21)RefSteel Wrote: Thanks for all the kind words!  I should warn you that this campaign does lots of weird stuff:  Lots of little custom AIs (created via kluges) so certain units act more like I think they would in this world and less like what the standard Wesnoth AI does by default, reinventing several wheels, and special rules that hopefully are either cool surprises when you encounter them, adequately explained by the dialogue, or both.  I've tried to make sure these will be interesting rather than frustrating, but that's one of the things I'd love to know:  Did anything take you by surprise that should have been better explained?  Thanks very much to anyone who has a look!

(Also, if anyone does want to pull together a succession game and wants me to take part, I'll do my best, though on the one hand I of course know all the "secrets" and on the other don't regard myself as an especially strong player of Wesnoth.)

That's ok, I know none of the secrets and don't regard myself as an especially strong, or even barely capable, player of Wesnoth.
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Looks really cool Ref. I'd play a succession game, but don't think I'll be able to stop myself from trying it out on my own first.
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(May 20th, 2022, 07:41)The Black Sword Wrote: Looks really cool Ref. I'd play a succession game, but don't think I'll be able to stop myself from trying it out on my own first.

Oh, true - it occurs to me that an SG (at least by unspoiled players) might just reduce the total number of playthroughs, which would be counterproductive for testing and variety-of-opinions purposes - so perhaps a succession game will have to wait.  I hope you have fun with the game either way - and let me know what about it doesn't work or e.g. is too easy or too "hard" in the sense of luck-dependent:  I don't mind if "Story" difficulty is trivial to win - but not if that makes it boring! - and I'd like it to be playable for beginners at that level, so not overwhelming.  And I don't mind if "Wizard" difficulty requires excellent forward planning and tactical execution, but if it mainly requires good die rolls (either as well or instead) then that's something I want to correct. Likewise, if you think "Wizard" difficulty is too easy, I'd want to know that too! Also, of course, if anything non-difficulty-related strikes anyone as especially noteworthy (good or bad).

And if anyone posts a campaign report, that would be amazing!
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