Author: esr
Date: Fri Apr 24 11:32:39 2009
New Revision: 35155
URL: http://svn.gna.org/viewcvs/wesnoth?rev=35155&view=rev
Log:
Merge first version of second-wave patch for Terror at the Ford.
Modified:
trunk/data/campaigns/Delfadors_Memoirs/WALKTHROUGH
trunk/data/campaigns/Delfadors_Memoirs/scenarios/12_terror_at_the_ford_of_parthyn.cfg
Modified: trunk/data/campaigns/Delfadors_Memoirs/WALKTHROUGH
URL:
http://svn.gna.org/viewcvs/wesnoth/trunk/data/campaigns/Delfadors_Memoirs/WALKTHROUGH?rev=35155&r1=35154&r2=35155&view=diff
==============================================================================
--- trunk/data/campaigns/Delfadors_Memoirs/WALKTHROUGH (original)
+++ trunk/data/campaigns/Delfadors_Memoirs/WALKTHROUGH Fri Apr 24 11:32:39 2009
@@ -150,6 +150,11 @@
Once you reach a keep on the wall, you'll be able to recruit anywhere
on it. You can use this to plug gaps in the defenses - which is good,
because you're going to be swarmed by bad guys from two directions.
+
+An alternative strategy is to recruit a castleful of elves early and send
+them to the forest between the fort and the orc keep at the west edge
+of the map; they can ambush the incoming orcs in favrable terrain there,
+where they get higher defense than obn the fort walls.
Because the "sighted" condition is not checked for when the loyalists
on the south shore join your side, units get subsumed, you'll need to
Modified:
trunk/data/campaigns/Delfadors_Memoirs/scenarios/12_terror_at_the_ford_of_parthyn.cfg
URL:
http://svn.gna.org/viewcvs/wesnoth/trunk/data/campaigns/Delfadors_Memoirs/scenarios/12_terror_at_the_ford_of_parthyn.cfg?rev=35155&r1=35154&r2=35155&view=diff
==============================================================================
---
trunk/data/campaigns/Delfadors_Memoirs/scenarios/12_terror_at_the_ford_of_parthyn.cfg
(original)
+++
trunk/data/campaigns/Delfadors_Memoirs/scenarios/12_terror_at_the_ford_of_parthyn.cfg
Fri Apr 24 11:32:39 2009
@@ -137,7 +137,7 @@
team_name=undead
controller=ai
- {GOLD 250 290 370}
+ {GOLD 250 290 390}
{INCOME 1 2 4}
canrecruit=yes
@@ -235,6 +235,98 @@
[/event]
##### Utility events used for sighting other sides
+#define SECOND_WAVE
+ [unit]
+ id=Axhamr
+ name=_ "Axhamr"
+ type=Draug
+ side=3
+ x=48
+ y=27
+ [modifications]
+ {TRAIT_STRONG}
+ {TRAIT_RESILIENT}
+ [/modifications]
+ [/unit]
+ [unit]
+ id=Horfir
+ name=_ "Horfir"
+ type=Spectre
+ side=3
+ x=40
+ y=31
+ [modifications]
+ {TRAIT_STRONG}
+ {TRAIT_RESILIENT}
+ [/modifications]
+ [/unit]
+
+ [unit]
+ id=Backu
+ name=_ "Backu"
+ type=Nightgaunt
+ side=3
+ x=41
+ y=35
+ [modifications]
+ {TRAIT_STRONG}
+ {TRAIT_RESILIENT}
+ [/modifications]
+ [/unit]
+
+ [unit]
+ id=Camdun
+ name=_ "Camdun"
+ type=Chocobone
+ side=3
+ x=40
+ y=31
+ [modifications]
+ {TRAIT_STRONG}
+ {TRAIT_RESILIENT}
+ [/modifications]
+ [/unit]
+
+ [unit]
+ id=Drapug
+ name=_ "Drapug"
+ type=Wraith
+ side=3
+ x=36
+ y=32
+ [modifications]
+ {TRAIT_STRONG}
+ {TRAIT_RESILIENT}
+ [/modifications]
+ [/unit]
+
+ [unit]
+ id=Kalip
+ name=_ "Kalip"
+ type=Ghost
+ side=3
+ x=38
+ y=34
+ [modifications]
+ {TRAIT_STRONG}
+ {TRAIT_RESILIENT}
+ [/modifications]
+ [/unit]
+
+ [unit]
+ id=Abmin
+ name=_ "Abmin"
+ type=Deathblade
+ side=3
+ x=42
+ y=30
+ [modifications]
+ {TRAIT_STRONG}
+ {TRAIT_RESILIENT}
+ [/modifications]
+ [/unit]
+#enddef
+
[event]
name=undeads
first_time_only=yes
@@ -1088,6 +1180,16 @@
{CLEAR_VARIABLE enemies_sighted}
[/event]
+ # Second wave of undead
+ [event]
+ name=turn 7
+ {SECOND_WAVE}
+ [message]
+ speaker=Delfador
+ message= _ "They have unleashed a second wave. Soldiers, stand
firm and send these abominations back to the darkness!"
+ [/message]
+ [/event]
+
# Time over
[event]
name=time over
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