diff --git a/data/campaigns/The_South_Guard/scenarios/06b_The_Long_March.cfg b/data/campaigns/The_South_Guard/scenarios/06b_The_Long_March.cfg index b6dc280ece02..269a1536e19e 100644 --- a/data/campaigns/The_South_Guard/scenarios/06b_The_Long_March.cfg +++ b/data/campaigns/The_South_Guard/scenarios/06b_The_Long_March.cfg @@ -5,8 +5,9 @@ name= _ "The Long March" next_scenario=07b_Pebbles_in_the_Flood - {SCENARIO_MUSIC heroes_rite.ogg} - {EXTRA_SCENARIO_MUSIC the_dangerous_symphony.ogg} + {SCENARIO_MUSIC casualties_of_war.ogg} + {EXTRA_SCENARIO_MUSIC underground.ogg} + {EXTRA_SCENARIO_MUSIC weight_of_revenge.ogg} # Note: the map contains a large grid of roads but only one path through the # forest will be picked when the scenario starts. When editing the map, make @@ -19,7 +20,7 @@ {DEFAULT_SCHEDULE_DUSK} victory_when_enemies_defeated=no - {TURNS 30 25 20} + {TURNS 25 22 20} {TSG_BIGMAP {JOURNEY_06B_NEW} } @@ -43,7 +44,7 @@ share_view=yes share_maps=yes - {GOLD 125 100 80} + {GOLD 60 50 40} {INCOME 6 4 2} canrecruit=yes @@ -127,14 +128,16 @@ {VARIABLE secret_path.x 18} {VARIABLE secret_path.y 35} + + # the first undead will spawn on this turn+1 (i.e. turn {5 4 3}) #ifdef EASY - {VARIABLE first_undead_spawn_turn 3} + {VARIABLE first_undead_spawn_turn 4} #endif #ifdef NORMAL - {VARIABLE first_undead_spawn_turn 2} + {VARIABLE first_undead_spawn_turn 3} #endif #ifdef HARD - {VARIABLE first_undead_spawn_turn 1} + {VARIABLE first_undead_spawn_turn 2} #endif [while] @@ -146,7 +149,7 @@ [do] [if] [have_location] - terrain=R* + terrain=R*^* [filter_adjacent_location] x,y=$new_path_hex.x,$new_path_hex.y @@ -160,7 +163,7 @@ [then] [store_locations] - terrain=R* + terrain=R*^* [filter_adjacent_location] x,y=$new_path_hex.x,$new_path_hex.y @@ -177,7 +180,7 @@ [else] [store_locations] - terrain=R* + terrain=R*^* [filter_adjacent_location] x,y=$new_path_hex.x,$new_path_hex.y @@ -247,7 +250,7 @@ [/store_locations] [store_locations] - terrain=R* + terrain=R*^* y=10-35 variable=secret_path_to_hide @@ -285,14 +288,14 @@ x=$ford_mask_x y=3 border=no - mask="Ww, Wwf, Ww -Ww, Wwf, Ww -Ww, Wwf, Ww -Ww, Wwf, Ww -Ww, Wwf, Ww -Ww, Wwf, Ww -Ww, Wwf, Ww + mask="Ww^Ewl, Wwf, Ww^Ewl +Ww, Wwf, Ww^Ewl +Ww^Ewl, Wwf, Ww^Ewl Ww, Wwf, Ww +Ww, Wwf, Ww^Ewl +Ww, Wwf, Ww^Ewl +Ww^Ewl, Wwf, Ww +Ww^Ewl, Wwf, Ww^Ewl " [rule] @@ -321,16 +324,6 @@ _f, _f, Re, _f [/rule] [/terrain_mask] - {NAMED_GENERIC_UNIT 3 (Naga Warrior) $new_path_hex.x 6 (Fssth) (_"Fssth")} {GUARDIAN} - -#ifdef NORMAL - {NAMED_GENERIC_UNIT 3 (Naga Fighter) $new_path_hex.x 6 (Wizzi) (_"Wizzi")} {GUARDIAN} -#endif - -#ifdef HARD - {NAMED_GENERIC_UNIT 3 (Naga Warrior) $new_path_hex.x 6 (Wizzi) (_"Wizzi")} {GUARDIAN} -#endif - {CLEAR_VARIABLE new_road_branches,secret_path_to_hide,adjacent_forests} {VARIABLE urza_dialogue 0} @@ -340,15 +333,15 @@ _f, _f, Re, _f name=prestart #ifdef EASY - {VARIABLE num_of_ambushers 12} + {VARIABLE num_of_ambushers 8} #endif #ifdef NORMAL - {VARIABLE num_of_ambushers 16} + {VARIABLE num_of_ambushers 12} #endif #ifdef HARD - {VARIABLE num_of_ambushers 20} + {VARIABLE num_of_ambushers 16} #endif # This places a bunch of lvl1 elves along the secret path, the player @@ -413,7 +406,7 @@ _f, _f, Re, _f # player will mostly only bump into these if he wanders away from the # path, although a few might occasionally be close enough to join an # ambush by the lvl1 elves next to the path. - {SCATTER_UNITS 30 "Elvish Hero,Elvish Captain,Elvish Marksman,Elvish Ranger,Elvish Druid,Elvish Sorceress" 2 ( + {SCATTER_UNITS 30 "Elvish Hero,Elvish Captain,Elvish Druid" 2 ( terrain=*^F* x=3-34 y=13-31 @@ -489,6 +482,25 @@ _f, _f, Re, _f id=Jarek [/recall] +#ifdef HARD + [recall] + type=Royal Guard, Pikeman, Swordsman, Javelineer, Master Bowman, Longbowman, Spearman, Bowman + [/recall] + [recall] + type=Royal Guard, Pikeman, Swordsman, Javelineer, Master Bowman, Longbowman, Spearman, Bowman + [/recall] +#else + [recall] + type=Royal Guard, Pikeman, Swordsman, Javelineer, Master Bowman, Longbowman, Spearman, Bowman + [/recall] + [recall] + type=Royal Guard, Pikeman, Swordsman, Javelineer, Master Bowman, Longbowman, Spearman, Bowman + [/recall] + [recall] + type=Royal Guard, Pikeman, Swordsman, Javelineer, Master Bowman, Longbowman, Spearman, Bowman + [/recall] +#endif + [message] speaker=Deoran message= _ "Forest, forest, forest! As far as the eye can see, it is all forest! I am getting sick of endlessly trudging through these woods. Are you sure you are taking us in the right direction?" @@ -622,7 +634,7 @@ _f, _f, Re, _f radius=1 [filter_radius] - terrain=R*,Gg,C*,K*,*^V* + terrain=R*^*,Gg,C*,K*,*^V* [or] terrain=*^F* @@ -673,7 +685,7 @@ _f, _f, Re, _f # them [store_locations] [not] - terrain=R* + terrain=R*^* [/not] y=10-35 find_in=urza_movement_area @@ -1052,19 +1064,19 @@ _f, _f, Re, _f [have_unit] side=2 race=bats,undead - count=0-50 + count=0-30 [/have_unit] [then] {VARIABLE got_a_quick_one_this_turn no} [repeat] - times="$(min($turn_number - 2, 5))" + times="$(min($turn_number - $first_undead_spawn_turn, 5))" [do] {VARIABLE_OP undead_spawn_x rand "11..22"} - # If there's already been a quick unit (ghost or bat) + # If there's already been a quick unit (bat) # spawned this turn, don't make any more [if] [variable] @@ -1082,9 +1094,9 @@ _f, _f, Re, _f [else] #ifdef EASY - {VARIABLE_OP undead_spawn_type rand "Ghost,Bone Shooter,Revenant,Blood Bat,Necrophage"} + {VARIABLE_OP undead_spawn_type rand "Bone Shooter,Revenant,Blood Bat,Necrophage"} #else - {VARIABLE_OP undead_spawn_type rand "Wraith,Bone Shooter,Revenant,Deathblade,Blood Bat,Dread Bat,Necrophage"} + {VARIABLE_OP undead_spawn_type rand "Bone Shooter,Revenant,Deathblade,Blood Bat,Dread Bat,Necrophage"} #endif [/else] [/if] @@ -1092,7 +1104,7 @@ _f, _f, Re, _f # This checks whether the current spawn is going to be a # "quick" one, so on the next repeat the above [if] will # know whether we've already gotten a quick one this turn - {VARIABLE quick_spawn_types "Ghost,Wraith,Blood Bat,Dread Bat"} + {VARIABLE quick_spawn_types "Blood Bat,Dread Bat"} [if] [variable] name=quick_spawn_types @@ -1136,6 +1148,52 @@ _f, _f, Re, _f [/endlevel] [/event] + [event] + name=time over + + [remove_shroud] + [filter_side] + side=1 + [/filter_side] + x=16-23 + y=0-5 + [/remove_shroud] + [lift_fog] + [filter_side] + side=1 + [/filter_side] + x=16-23 + y=0-5 + multiturn=yes + [/lift_fog] + [redraw] + side=1 + clear_shroud=yes + [/redraw] + + [unit] + type=Elvish Marshal + side=3 + id=Ithelden + name= _ "Ithelden" + animate=yes + x,y=20,1 + [/unit] + {GENERIC_UNIT 3 (Elvish Hero) 19 2} + {GENERIC_UNIT 3 (Elvish Captain) 21 2} + {GENERIC_UNIT 3 (Elvish Marksman) 19 1} + {GENERIC_UNIT 3 (Elvish Druid) 21 1} + + [message] + speaker=Ithelden + message= _ "So, these pitiful humans are still alive? Good. I will have the pleasure of crushing them myself." + [/message] + [message] + speaker=Deoran + message= _ "We took too long to escape these forests..." + [/message] + [/event] + # Deoran exits the forest. [event]