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Modify difficulty (mostly makes it easier) #101

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3 changes: 3 additions & 0 deletions .gitignore
Original file line number Diff line number Diff line change
Expand Up @@ -11,3 +11,6 @@ _server.pbl

# Maintenance mode toggle
base-maint.cfg

# Comes from applying patches
*.orig
36 changes: 20 additions & 16 deletions episode1/scenarios/08_Fear.cfg
Original file line number Diff line number Diff line change
Expand Up @@ -43,7 +43,7 @@
team_name=player
user_team_name= _ "team_name^Galas"

{GOLD 340 320 300}
{GOLD 380 340 300}

shroud,fog=yes,yes

Expand Down Expand Up @@ -149,6 +149,11 @@
name=start battle
first_time_only=yes

[modify_side]
side=1
{INCOME 3 2 1}
[/modify_side]

[store_starting_location]
side=2
variable=sl
Expand All @@ -157,7 +162,7 @@
[modify_side]
side=2
controller=ai
{GOLD 150 170 185}
{GOLD 135 160 185}
{INCOME 0 1 2}
hidden=no
recruit=Chaos Invader,Chaos Raider,Chaos Bowman
Expand All @@ -177,19 +182,19 @@
[/modifications]
[/unit]

{GENERIC_UNIT 2 (Chaos Crossbowman) 11 14} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING sw}
{GENERIC_UNIT 2 {ON_DIFFICULTY (Chaos Bowman) (Chaos Crossbowman) (Chaos Crossbowman)} 11 14} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING sw}
#ifndef EASY
{GENERIC_UNIT 2 (Chaos Crossbowman) 14 11} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING se}
#endif
{GENERIC_UNIT 2 (Doom Guard) 13 13} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING se}
{GENERIC_UNIT 2 {ON_DIFFICULTY (Chaos Invader) (Doom Guard) (Doom Guard)} 13 13} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING se}

# not guardians
{GENERIC_UNIT 2 (Chaos Cavalier) 10 12} {NO_UPKEEP_NO_OVERLAY} {FACING se}
{GENERIC_UNIT 2 {ON_DIFFICULTY (Chaos Raider) (Chaos Cavalier) (Chaos Cavalier)} 10 12} {NO_UPKEEP_NO_OVERLAY} {FACING se}
#ifndef EASY
{GENERIC_UNIT 2 (Chaos Cavalier) 11 11} {NO_UPKEEP_NO_OVERLAY} {FACING se}
#endif

{CAPTURE_VILLAGES 2 $sl.x $sl.y 8}
{CAPTURE_VILLAGES 2 $sl.x $sl.y {ON_DIFFICULTY 6 7 8}}

[store_starting_location]
side=3
Expand All @@ -199,7 +204,7 @@
[modify_side]
side=3
controller=ai
{GOLD 190 210 220}
{GOLD 180 200 220}
{INCOME 0 2 4}
hidden=no
recruit=Shaxthal Runner Drone,Shaxthal Drone,Shaxthal Razorbird
Expand All @@ -219,20 +224,19 @@

# This is needed so the AI doesn't send the drone to
# capture the village this turn.
[capture_village]
side=3
x,y=34,24
[/capture_village]
# I was considering varying this, but on second thought just keep it constant;
# we don't want the drone fleeing on any difficulty:
{CAPTURE_VILLAGES 3 34 24 4}

{GENERIC_UNIT 3 (Shaxthal Sentry Drone) 27 9} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {VARIATION surface} {FACING se}
{GENERIC_UNIT 3 (Shaxthal Sentry Drone) 38 8} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {VARIATION surface} {FACING sw}
{GENERIC_UNIT 3 (Shaxthal Sentry Drone) 30 2} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {VARIATION surface} {FACING se}
{GENERIC_UNIT 3 {ON_DIFFICULTY (Shaxthal Drone) (Shaxthal Sentry Drone) (Shaxthal Sentry Drone)} 27 9} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {VARIATION surface} {FACING se}
{GENERIC_UNIT 3 {ON_DIFFICULTY (Shaxthal Drone) (Shaxthal Sentry Drone) (Shaxthal Sentry Drone)} 38 8} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {VARIATION surface} {FACING sw}
{GENERIC_UNIT 3 {ON_DIFFICULTY (Shaxthal Drone) (Shaxthal Sentry Drone) (Shaxthal Sentry Drone)} 30 2} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {VARIATION surface} {FACING se}
#ifndef EASY
{GENERIC_UNIT 3 (Shaxthal Sentry Drone) 33 5} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {VARIATION surface} {FACING se}
#endif

# not guardians
{GENERIC_UNIT 3 (Shaxthal Protector Drone) 29 7} {NO_UPKEEP_NO_OVERLAY} {FACING sw}
{GENERIC_UNIT 3 {ON_DIFFICULTY (Shaxthal Runner Drone) (Shaxthal Protector Drone) (Shaxthal Protector Drone)} 29 7} {NO_UPKEEP_NO_OVERLAY} {FACING sw}
#ifndef EASY
{GENERIC_UNIT 3 (Shaxthal Protector Drone) 31 6} {NO_UPKEEP_NO_OVERLAY} {FACING sw}
#endif
Expand Down Expand Up @@ -379,7 +383,7 @@

[message]
speaker=Mal Keshar
message= _ "... Elynia?"
message= _ "...Elynia?"
[/message]

[delay]
Expand Down
13 changes: 7 additions & 6 deletions episode1/scenarios/10_Tears.cfg
Original file line number Diff line number Diff line change
Expand Up @@ -46,7 +46,7 @@
[side]
side=2
recruit=Chaos Invoker,Chaos Invader,Chaos Headhunter,Chaos Hound
{GOLD 230 250 270}
{GOLD 210 240 270}
team_name=evil
user_team_name= _ "team_name^Enemies"
{CHAOS_FLAG}
Expand All @@ -67,7 +67,7 @@
[/goal]

{AI_SIMPLE_ALWAYS_ASPECT aggression 1.00}
{AI_SIMPLE_ALWAYS_ASPECT caution 0.05}
{AI_SIMPLE_ALWAYS_ASPECT caution {ON_DIFFICULTY 0.09 0.07 0.05}}
[/ai]

type=Chaos Lorekeeper
Expand All @@ -92,7 +92,7 @@
[side]
side=3
recruit=Chaos Raider,Chaos Bowman,Chaos Invader
{GOLD 220 230 240}
{GOLD 200 220 240}
team_name=evil
user_team_name= _ "team_name^Enemies"
{CHAOS_FLAG}
Expand All @@ -113,7 +113,7 @@
[/goal]

{AI_SIMPLE_ALWAYS_ASPECT aggression 1.00}
{AI_SIMPLE_ALWAYS_ASPECT caution 0.05}
{AI_SIMPLE_ALWAYS_ASPECT caution {ON_DIFFICULTY 0.09 0.07 0.05}}
[/ai]

type=Chaos Razerman
Expand Down Expand Up @@ -184,7 +184,8 @@

[modify_side]
side=1
gold="$("+{DIFF 240 220 200}+" + $main_side1_stats.gold)"
gold="$("+{DIFF 280 240 200}+" + $main_side1_stats.gold)"
{INCOME 3 2 1}
[/modify_side]

{CLEAR_VARIABLE main_side1_stats,original_recruit_list_strlen}
Expand Down Expand Up @@ -227,7 +228,7 @@
# so village ownership has an effect at all.
#

{STARTING_VILLAGES 1 5}
{STARTING_VILLAGES 1 {ON_DIFFICULTY 7 6 5}}

[event]
name=start
Expand Down
24 changes: 13 additions & 11 deletions episode1/scenarios/11_Return_to_Wesmere_part_1.cfg
Original file line number Diff line number Diff line change
Expand Up @@ -4,7 +4,7 @@
id=11_Return_to_Wesmere_part_1
name= _ "Return to Wesmere — Part 1"
{MAP 11_Return_to_Wesmere_part_1.map}
{TURNS 34 32 30}
{TURNS 36 33 30}
next_scenario="11_Return_to_Wesmere_part_1_cutscene"

{B_DEATHS}
Expand Down Expand Up @@ -57,8 +57,8 @@
team_name=player
user_team_name= _ "team_name^Elynia"

{GOLD 360 350 340}
{INCOME 5 4 3}
{GOLD 398 369 340}
{INCOME 9 6 3}

# wmllint: recognize Elynia
{CHARACTER_STATS_ELYNIA_AS_LEADER}
Expand All @@ -70,7 +70,7 @@
[criteria]
id=Elynia
[/criteria]
value=10.0
value={ON_DIFFICULTY 6.0 8.0 10.0}
[/goal]
[goal]
[criteria]
Expand All @@ -83,7 +83,7 @@
[side]
side=2
recruit=Chaos Invoker,Chaos Invader,Chaos Raider,Chaos Cavalier
{GOLD 170 195 210}
{GOLD 150 170 210}
{INCOME 0 2 4}
team_name=evil
user_team_name= _ "team_name^Enemies"
Expand Down Expand Up @@ -139,7 +139,7 @@
[side]
side=4
recruit=Demon,Demon Zephyr,Chaos Invoker,Chaos Invader,Shaxthal Rayblade
{GOLD 240 240 260}
{GOLD 200 230 260}
team_name=evil
user_team_name= _ "team_name^Wesmere Defense"
{CHAOS_FLAG}
Expand Down Expand Up @@ -186,7 +186,7 @@
[ai]
{AI_SIMPLE_ALWAYS_ASPECT grouping no}
{AI_SIMPLE_ALWAYS_ASPECT aggression 1.00}
{AI_SIMPLE_ALWAYS_ASPECT caution 0.01}
{AI_SIMPLE_ALWAYS_ASPECT caution {ON_DIFFICULTY 0.09 0.05 0.01}}

{RTW1_ENEMY_TARGETS}

Expand All @@ -196,8 +196,8 @@
x=21
y=3
[/criteria]
value=5.0
protect_radius=10
value={ON_DIFFICULTY 3.0 4.0 5.0}
protect_radius={ON_DIFFICULTY 8 9 10}
[/goal]
[/ai]

Expand Down Expand Up @@ -247,13 +247,15 @@

{STARTING_VILLAGES_ALL 4}

{STARTING_VILLAGES 1 4}
{STARTING_VILLAGES 1 {ON_DIFFICULTY 6 5 4}} # you
# no point in varying these next 2 since otherwise they'd just go to side 4, which is also
# an enemy side:
{STARTING_VILLAGES 2 4}
{STARTING_VILLAGES 3 4}

{LIMIT_CONTEMPORANEOUS_RECRUITS 2 "Chaos Cavalier" ({DIFF 2 3 4})}
{LIMIT_CONTEMPORANEOUS_RECRUITS 3 "Chaos Crossbowman" ({DIFF 2 3 4})}
{LIMIT_CONTEMPORANEOUS_RECRUITS 4 "Demon Zephyr,Shaxthal Rayblade" ({DIFF 3 4 4})}
{LIMIT_CONTEMPORANEOUS_RECRUITS 4 "Demon Zephyr,Shaxthal Rayblade" ({DIFF 2 3 4})}

[event]
name=prestart
Expand Down
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