Battle for Wesnoth Mod
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Nocbl2
Lord Pheonix
dragoon9105
Kasrkin Seath
8 posters
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Battle for Wesnoth Mod
There has been some talk of making some sort of campaign for Wesnoth, and possibly new factions/era's. In an attempt to make gathering and keeping track of ideas easier, I have created this thread. It will also serve as a place to pool all of our work if something is in fact started.
What can you do to help with a mod for Wesnoth?
-- Design & Ideas: Balance will be key... for both new factions and in campaigns. For the end result to be enjoyable, we must ensure that players are challenged, not crushed nor met with little resistance.
-- Mapping: Unless we simply make a faction/era mod, maps will be required. Making maps is easy and is performed through the use of a tool you already have if you have Wesnoth.
-- Scripting: For any campaign levels, units, factions, new abilites, and much more, a bit of scripting will be required. The language is relatively simple and should be easy to learn if you have any programming knowledge. If not, it still should be rather easy to learn compared to most languages.
-- Sprite Creation: If new units are included, we will need to create sprites for these units.
-- Music Creation: If you are capable and want to, you can create soundtracks for a campaign if we create one. Preffered music style would be dependant on the campaign.
Helpful Mod Things -----------------
Campaign Design
GAME LINKS -----------------
Battle for Wesnoth Main Site
Download Page (Stable Version)
What can you do to help with a mod for Wesnoth?
-- Design & Ideas: Balance will be key... for both new factions and in campaigns. For the end result to be enjoyable, we must ensure that players are challenged, not crushed nor met with little resistance.
-- Mapping: Unless we simply make a faction/era mod, maps will be required. Making maps is easy and is performed through the use of a tool you already have if you have Wesnoth.
-- Scripting: For any campaign levels, units, factions, new abilites, and much more, a bit of scripting will be required. The language is relatively simple and should be easy to learn if you have any programming knowledge. If not, it still should be rather easy to learn compared to most languages.
-- Sprite Creation: If new units are included, we will need to create sprites for these units.
-- Music Creation: If you are capable and want to, you can create soundtracks for a campaign if we create one. Preffered music style would be dependant on the campaign.
Helpful Mod Things -----------------
Campaign Design
GAME LINKS -----------------
Battle for Wesnoth Main Site
Download Page (Stable Version)
Last edited by Kasrkin Seath on Thu May 26, 2011 6:48 pm; edited 6 times in total
Kasrkin Seath- The Law
- Number of posts : 3018
Location : Michigan
Registration date : 2008-07-12
Re: Battle for Wesnoth Mod
I can help in any of the first 3 Catagories. Plus ive got some Map making and Triggering experience from screwing around in the Map editor of wezzy and other RTS map creators and editors.
dragoon9105- Lord's Personal Minion
- Number of posts : 2839
Registration date : 2009-02-25
Re: Battle for Wesnoth Mod
they have, Like twice, but hey 3rd times the charm ehh?
dragoon9105- Lord's Personal Minion
- Number of posts : 2839
Registration date : 2009-02-25
Re: Battle for Wesnoth Mod
Lord Pheonix wrote:Could have sworn you guys tried this before...
We have... the second attempt yielded SOME results, namely two new units and the script/code for various other things. Thats as far as it went, though.
Kasrkin Seath- The Law
- Number of posts : 3018
Location : Michigan
Registration date : 2008-07-12
Re: Battle for Wesnoth Mod
wesnoth?
Nocbl2- Lord's Personal Minion
- Number of posts : 4814
Age : 25
Location : California
Registration date : 2009-03-18
Re: Battle for Wesnoth Mod
Links added to thread post
Kasrkin Seath- The Law
- Number of posts : 3018
Location : Michigan
Registration date : 2008-07-12
Re: Battle for Wesnoth Mod
You know I'll be in this where I can. Not sure exactly what I'll be able to do though.
tiny tim- Crimson Cripple
- Number of posts : 1762
Registration date : 2009-03-01
Re: Battle for Wesnoth Mod
I'd do maps and story if we ever got around to it.
BBJynne- The Lord's Blood Knight
- Number of posts : 5059
Age : 31
Registration date : 2008-03-24
Re: Battle for Wesnoth Mod
Wesnoth Campaign Idea: Lifting the Siege
Setting: Juftil D&D Campaign Setting
Basic Idea
Names of Things and Places:
Besieged City = Northern Gates
Allied State = Lofton/Loften/Similar Sounding Word
Everything else = Have names just not gonna list them.
The basic story and idea for the campaign could be applied to a different setting, such as one with the original factions to make everything easier.
Setting: Juftil D&D Campaign Setting
Basic Idea
- Spoiler:
- Here is the basic premise -
A city-state of a strong alliance (think US prior to Civil War where there were strong states rights) has come under a lasting siege from foreign forces. Although the city is more than capable of keeping the invaders at bay even outside its walls, winter is fast approaching and they rely on trade routes and supply lines to keep the city alive, as the winter is far too long for them to survive on their own food production. The invaders now control the naval routes to the city. Several smaller factions, acting due to the weakened alliance, have attacked and cut off the overland routes. If the city is to survive, the siege must be broken soon.
One of the allied states, fighting battles of their own, has dispatched an officer and small force to fight their way to the city and secure a supply route.
So, that is the basic story of the campaign. In the main idea, this would be a branching campaign with replay value... there are three basic routes which can be used to reach the besieged city from the allied state:
- Spoiler:
- 1: Sea Route - The allied state maintains its own small port and shipyard in a town to the west (Juftil is a peninsula in a northern sea). This route would take the player through a forest, to the shipyard where they would gain control of a small fleet. With the small fleet, they would hop town-to-town and to a few islands while skirting along the coast of Juftil to the besieged city. The final mission of this pathway would be breaking the naval blockade, and likely destroying an enemy supply depot on a nearby island to ensure they cannot simply reform. Major enemies would include pirates, bandits, and the invading fleet.
2: Overland Route - In mainland Juftil(the peninsula) there are two main mountain ranges. One cuts North-South near the center of the peninsula, and one runs along the northwest coast. This is the major overland passage to the besieged city. Normally this is a relatively safe route, however the remaining orcish tribes which call the mountains their homes have been pressing into the valley and pass as the patrols in the region have dwindled. This route would have the player skirt along the outside of the forest mentioned in the Sea Route, travel through the valley to a mountain town(under attack itself, possible side mission in there to reclaim mines) and then continuing to the besieged city. The final mission of this pathway would be the destruction of the fortifications created by the invading forces to the south-west of the city. Major enemies would include things found in the Northerners faction(orcs, goblins, trolls) and the invading army.
3: River Route - A large river runs from the allied state to the besieged city(which actually sits on its delta). Normally the safest route, barbarians from the eastern wastes have raided and captured some of the towns and outposts along it. This route would have the player travel up the river with a small amount of ships, recapturing towns and outposts that have been taken by enemy forces along the way. The way this route plays would be a combination of the first and second routes, as it requires both a lot of overland fighting and naval combat. The final mission of this pathway would be recapturing a town and outpost immediately to the besieged city's south. Major enemies would include barbarians and the invading army/fleet(a few ships, nothing like in route 1).
Some Last Thoughts on the Campaign
The campaign could have just one route of course, or the three routes could be broken up into seperate campaigns(that kinda makes the most sense to me since an army officer probably wouldn't be controlling a fleet... I don't know, we can decide on that if we go with any of these at all). Each route is only supposed to be somewhere between six and ten missions long, so a relatively short campaign.
This would be rather hard to pull off... While some original units could be used without major modifications, many others would need to be created. Another issue is, at least for the 1st and 3rd Routes, we would need transport ships. The space mod seems to have a working method, but as always anything out of the ordinary will not be easy to do.
Just how do the factions look, though?
- Spoiler:
- The allied city-states make up the psuedo-nation-state of Juftil, which is predominately human(like 80%-90%), but also includes most of the typical D&D races(elves, gnomes, dwarves). In terms of magic, they directly match what you would expect in D&D. In terms of technology they are a bit out of the ordinary, however. They have access to some basic industrial revolution era stuff, like steam engines, some firearms, etc. However, THEY ARE NOT IN ANY WAY STEAMPUNK!! There are no steam powered mechs stomping around, no gnomish flying machines(at least not of the helicopter type) and most importantly, they are still much like a typical D&D human faction! They have some steam powered factories, ships, etc. and that is it.
That being said, Juftil has an abundance of metals which with their factories they produce large quantities of mediocre armor and weapons. This means that even the most basic troop, even conscript and milita, have decent armor and some sort of weapon(no more lvl 0 peasants with pitchforks). Their army is primarily infantry based... Juftil is situated in the far north and there is not alot of vegetation in much of it to support large cavalry forces. Their infantry have decent resistances all-around, and are okay in terms of damage. Most units above lvl 1 will have a melee and ranged attack, the only exceptions being a few pure melee fighters. I would compare their fighting force most to a mix between the rebels and loyalists. There are plenty of specialists in there as well, such as the steam-powered armor-clad ships, dwarven fighters, and others which would not appear in this campaign(so we dont have to worry about them anyways).
- Spoiler:
Reading Unit Progression Tree:
The number in the brackets denotes the progression order. The last number indicates the current unit, the one prior to that indicates the unit which progresses to it. For example, [1]Conscript advance to [11]Soldier which can in turn advance to [112]Swordsman. This means that the first number always points at the start of a tree. For numbers larger than 9, a period is placed afterwards to denote this(Ex. [12.412.] is 12, then 4, then 12). A unit that does not have a number is a unit that does not advance. A {?} denotes an incomplete tree.
*Alot of these need better names. The current names are there to describe the general role of the unit. This is a real problem with third level units.
*Naval units are excluded
lvl 0
[1]Conscript - COMP W/O IMAGES
lvl 1
[11]Footman
[12]Skirmisher
[13]Gunman
[2]Cavalryman
[3]Support Team
[4]Mage
[5]Sergeant
lvl 2
[111]Swordsman
[112]Pikeman
[121]Pathfinder
[131]Rifleman
[21]Hussar
[31]Cannon
[32]Ballista
[41]Battle Mage
[42]Healing Mage
[51]Lieutenant
lvl 3
[1111]Blademaster
[1112]Whiteshield
[1121]Halberdier
[1211]Sentinel
[1311]Sharpshooter
[1312]Mauler
[211]Dragoon
[212]Cuirassier
[311]Hailstorm Cannon
[312]Hellfire Cannon
[321]Precision Ballista
[411]Battle Mage mk II
[51]Captain
[6]Siege Engine
lvl 4
[4111]Battle Mage mk III
[511]General
[61]Sunderer
[62]Devestator
- Spoiler:
- Pirates and Bandits mostly have low-tech fleets. The bandit land faction should seem reminiscint of the human side of the Knalgan Alliance with some additions.
The Invaders are Primarily an Orc based faction whom are upsettingly close to the Horde in Warcraft II(in that they are comprised of more than just orcs and goblins).
The Orcish Tribes are close to the Northerner faction, but would require some units to be replaced. The replacements already exist though, so they would be pretty easy to make. Think brutish, stupid, orcs.
Barbarians are kinda like the Orcish Tribes but human
Names of Things and Places:
Besieged City = Northern Gates
Allied State = Lofton/Loften/Similar Sounding Word
Everything else = Have names just not gonna list them.
The basic story and idea for the campaign could be applied to a different setting, such as one with the original factions to make everything easier.
Last edited by Kasrkin Seath on Thu May 26, 2011 6:43 pm; edited 6 times in total
Kasrkin Seath- The Law
- Number of posts : 3018
Location : Michigan
Registration date : 2008-07-12
Re: Battle for Wesnoth Mod
Isn't there already a Wezzy ADD-ON campain called breaking the seige or something like that?
dragoon9105- Lord's Personal Minion
- Number of posts : 2839
Registration date : 2009-02-25
Re: Battle for Wesnoth Mod
dragoon9105 wrote:Isn't there already a Wezzy ADD-ON campain called breaking the seige or something like that?
There probably is, I just couldn't think of anything else.
Kasrkin Seath- The Law
- Number of posts : 3018
Location : Michigan
Registration date : 2008-07-12
Re: Battle for Wesnoth Mod
I'm very much against the idea of making custom units though because that will be a huge stall in development.
BBJynne- The Lord's Blood Knight
- Number of posts : 5059
Age : 31
Registration date : 2008-03-24
Re: Battle for Wesnoth Mod
The hardest part is making sprites... I can make the script file for a unit in about a minute if the stats and description are decided upon already.
We only need one sprite for each unit as well, as a base, then probably a basica attack sprite and an idle animation. From my understanding people in the Wesnoth Forums Art section will pick things like that up if they show promise.
We only need one sprite for each unit as well, as a base, then probably a basica attack sprite and an idle animation. From my understanding people in the Wesnoth Forums Art section will pick things like that up if they show promise.
Kasrkin Seath- The Law
- Number of posts : 3018
Location : Michigan
Registration date : 2008-07-12
Re: Battle for Wesnoth Mod
oooh
I dont know what I can do. I can try to make a fun map
I dont know what I can do. I can try to make a fun map
Gauz- Crimson Medic
- Number of posts : 7687
Registration date : 2009-02-11
Re: Battle for Wesnoth Mod
let me see you make a good one
Gauz- Crimson Medic
- Number of posts : 7687
Registration date : 2009-02-11
Re: Battle for Wesnoth Mod
I have absolutely no faith in you dealing with maps anymore.Gauz wrote:let me see you make a good one
Re: Battle for Wesnoth Mod
Finished unit files minus images for lvl 0 and lvl 1 units
Kasrkin Seath- The Law
- Number of posts : 3018
Location : Michigan
Registration date : 2008-07-12
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