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 Custom Chapter: The Duernothian Cult

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Patrick_the_Winekiller
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PostSubject: Custom Chapter: The Duernothian Cult   Sat May 30, 2015 2:44 am

I've decided to post this publicly, for more suggestions, hyping and what not. It is referring to a custom chapter zeto made, so naturally it contains spoilers. This will be available in version 0.8.5, but maybe we can tweak a few things before release date.

Exclamation SPOILERS ON THE WHOLE PAGE INCOMING Exclamation

The Duernothian Cult is by far the best I've played until now. It tells the "historical" tale of how dark dwarves came to being. A total change of perspective of what being dark means. It has really exciting scenarios with memorable characters and intriguing dialogues. I'll take each part and discuss it.

1.
the story: The chapter starts off with the unacceptable work of the engineers in the dwarven community, right before the plague invasion. Mardar, the "protagonist", realises that not only his creations are not wanted, although needed, but also that using lives to fight a war is dumb: it implies morale, food supplies, discipline and everything that the dwarves do not have: which is why they get defeated by the plaguelords, in his vision anyway. The strategy of placing all valuables with women and children in a single keep is a well known strategy, but Mardar's doubts of efficiency are respectable - perhaps we can see his own strategy applied in a future scenario though? a map where decentralization brings victory or something like that.. He gets depressed when he sees the plaguelords are winning so easily and that the dwarves are so incompetent, but why does he decide to kill all women and children himself? This is something so drastical and never really explained. Furthermore, we could create more in depth dialogues on how he fools all the guards in the confusion, including perhaps the guard that helps you - something to link with the future guard who offers to help, that Mardar kills "not making the same mistake again" - but more on that later.

the scenario: kind of passive since there's no real objective. Mardar has the thought of surrendering too soon and counterattacking is never fruitful. It is more like a display of a large battle in which the player's participation is meaningless, with no hope (actually, this might be the right intention: to make the player depressed as well). Also, the hint on sending the guard to alert the king is so vague, that I only accidentally awoken my ally from its passiveness - more work is needed there. I do enjoy the desperation as each wall of defense is broken one by one. The enemy AI is also quickly installing himself on the newly gained ground, a wonderful representation of its parasitic form.

2.
the story: the aftermath of the battle gives a decisive blow in Mardar's head: he needs to move somewhere else where he can work. It is clear that he and his engineers are not desired in his home town, khaz-barak, which he and his creatures defended (unsuccessfully). I have a few additions on this bit, though. It is well known that the dwarves got extremely diseased at this point in history, so that for millenia 1 baby in 3 is born with it and die (I hope I got those numbers right, it might've been more dramatic than that though) yet there is little to hint about that. Reducing the population strategy in time might also be something of a strategy Mardar learns from the plaguelords. Anyway, the build-rebuild cycle presents the unified forces of the 12 citadels of the dwarves - a good, gentle explanation insertion; I really liked it. Still, I'm not really sure how this cycle happens when all women and children got burned by Mardar. Needs more explanation like in step 1.

3.
the story: in their travels to Duernoth, the engineers have a harsh encounter with goblins and GHOULS. YES! More disease and discouragement for our depressed engineers is perfect storywise. Surviving on their own through their machines slowly makes them worshiping their own creations and deflecting the dwarven gods, kings and beliefs.

the scenario: a nice scenario with a clear objective. Having "new" units presented is great - I know I used the dark dwarven units there to the maximum and really felt that without them we would've been dead meat. The mushroom path was beautiful, though I was half-hoping all the engineers will rest there and get high lol.

4.
the story: reaching Duernoth you are met with closed gates, obviously. For some reason though, Mardar is infuriated by the fact that his own kin once again turned their backs to them and instead attacks the whole KINGDOM and wins. Is Duernoth historicaly a kingdom though? I would more easily accept it as a duchy, being not as well defended as a whole fricking kingdom. King Duegrim is awesome as the only dwarf who can ride a horse, and arrogant for underestimating Mardar and his "idle" threats. After his defeat, the ruling of Mardar over the rest of the surviving people is obvious. As a conqueror, he is seen as a tyrant, killing his own people - yet his motives are understandable, he only wanted a place to practice his stuff. Being a murderer of sorts only serves in his build-up of being "dark".

the scenario: the best. Duegrim is though and a pain in the ass - it brings great pleasure to bring him down. The reinforcements timer from the 12 citadels is so exciting, I was really happy to fend of the first wave, minutes before killing the king. The orcs, if not kept in check can ruin your entire plan, though I constantly saw that the dwarves were doing that when possible - strengthens the theory that those local dwarves always had problems with orcs and that we just interrupted them with our "intrusion". Winning the scenarios was a little problematic though since the green player (king duegrim) was not resigning: he had two units in a corner of the map I never explored. Also, at some point, just randomly I got a giant who joined my army - I say that's too much and of little significance. I'd rather have my engineers build more siege weapons!.

5.
the story: Under Mardar's ruling, Duernoth became sort of a industrial city. Mixed with dwarves of old beliefs AND more believers of technological power, the city is in turmoil and has an identity crysis. Moreso, Khaz-Barak grew jealous and eventually declared war on this blasphemous city. Of course, the peace beforehand created theories of conspiracy and all sorts of trouble that shook the whole dwarven society. With all the dwarven citadels at war, the Duernothians made an obvious choice of renaming themselves to Dark Dwarves. The revolution was inevitable.

6.
the story: Marking the revolution is Grond, the greatest creation yet. Alas, with the enemy at the gates, more pressure is added on finishing this creation... and testing it. Mardar kills all the remaining duernothian dwarves of old beliefs, including the guard who wanted to help him as to not "repeat his mistake again". But, there was no mistake ever, or at least I missed it and should be more evident. The old believers were a minority in Duernoth and their betrayal, although probable, more likely irrelevant. We could explain Mardar's actions as being an opportunist - he wanted those guys eradicated from the city a long time ago but didn't had any real reason to do so until now, in the midst of war - but this should be lengthily explained to the player after the shocking deed is committed, in my opinion. Either that or slightly hinted before hand. Anyhow, Mardar, with the help of Grond, defeats all three kings and successfully defends Duernoth solely with the power of the machine!

the scenario: the starting nis event is beautiful. the shocking act of killing a helping hand reminded me of the death of Robert in WBC1, those were good times! the timer of building Grond keeps the player going, and the titan unit itself does indeed make a HUGE difference (at first try, I hadn't killed anyone but as soon as Grond was ready the game was over in minutes - I was easily victorious with that thing on my side). Having to kill three kings, including Duegrim again, still brings satisfaction of unexplainable measurements! Their choice of units makes a subtle but important distinction between them, both graphically and stat-wise. The life rune though seemed to malfunction, the units were spawning there idle and upon destruction all kings were defeated with me having no idea what was it all about. All in all, a really good first mission with the dark dwarves (it is true I was waiting to control the race from the beginning - I don't like normal dwarves).

7.
the story: succesfully defending Duernoth with Grond and eliminating all the old believers makes Duernoth a pure Dark-Dwarven settlement, with no minorities. All are worshiping Grond and recognize Mardar as leader. All of course hate the old dwarves for declaring war on them and are now considered natural enemies of the dark dwarves (and vice-versa for that matter). In time, the great victory was forgotten because poverty and sadness took over Duernoth. Some desperate dark deeds are happening in the city, including cannibalism etc. etc. Mardar decides to travel with his people to Ehlariel, seeking food and shelter. I am not sure why there of all places - it is far and elven - needs explanation. They travel through a magical labyrinth.

the scenario: albeit a little frustrating (the amount of loading and saving I did here is a new wbc3 record), the map is enjoyable and interesting. A labyrinth for sure.

*.
the story: I have been waiting since the beginning of the chapter for these guys to get corrupted by Lord Bane as is historically correct. Other than talking with a minor liche in the labyrinth and doing a small quest for him, nothing happens though. Sadly. Perhaps here they could also form their opinions on the dead and how they build those ancestral chambers.

the scenario: definitely could use one where you can build/ summon wraiths and shadows.


8.
the story: being ignored by the elves, the ddwarves reach the northern tundra and found Khazdhul - same as Duernoth but with much more resources! This shows their nature: they exhaust everything nature gives them, polluting to the maximum and then they move to another unpolluted place, leaving a trash-city behind: really good story between the lines if you ask me. Khazdhul gets great notoriety and the Dark Dwarven people are recognized by the whole Etheria now. Mardar orders the construction of The Great Wall to protect the city from outside, militarily, culturally and technologically. I believe it needs another motive - something gone wrong in Duernoth or a lesson/fear from the Plaguelords perhaps? Either that or further explain the reasoning behind this decision in game.. Secluding themselves from the exterior, in time, created tensions from the new generation who wanted to know what's beyond the wall. Instead of suffering another "schism" and creating another kind of dwarves (it is safe to assume that Mardar still believes in the cycle-repeat thing) he decides that the only solution is collective suicide. I like this idea very much but I still think it needs more reasoning; I mean, I understand that they were depressed, desperate and felt like going nowhere no matter how hard they try, but at any rate it still needs more exposition in game at the very least. After the event, too few survive to make the story well known. The end.

Conclusion:

A really great custom chapter, I am actually thinking of releasing this with the next version instead of TBL because it is shorter and shows more potential of the nis system. I could also easily hint this story in The Protector's Campaign, much like Endia the dragon. Of course, the dialogue needs to be grammar proofed by wilberwind before we do the above-mentioned modifications (if decided upon). Well anyway, these are all subjective thoughts, opened for discussion as always. Let me know what you guys think.

And now some pictures!

- GROND CRUSH!
GROND CRUSH

- so much for the great army of the 12 dwarven citadels


- those engineers sure are hard-workers with that double-research

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PostSubject: Re: Custom Chapter: The Duernothian Cult   Sat May 30, 2015 2:53 am

Oh and now we are definitely keeping the Lichelord hero class or at least it's structure if not its name. Very Happy
Also, maybe version-ing Grond is not the most medieval way of naming machines. I like the idea of upgrading their god-machine, but they're engineers not IT specialists damnit! lol!

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PostSubject: Re: Custom Chapter: The Duernothian Cult   Sat May 30, 2015 4:08 am

Spoilers:
 
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PostSubject: Re: Custom Chapter: The Duernothian Cult   Sun May 31, 2015 12:07 am

Sounds great ! Very Happy Should make for an interesting and unique chapter.
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PostSubject: Re: Custom Chapter: The Duernothian Cult   Mon Jun 01, 2015 1:59 am

Patrick_the_Winekiller wrote:
just randomly I got a giant who joined my army
I was willing to see that Ancient Giant on my retinue. You could change the correspondent NIS and add a screen NIs command. That mission also has some undead that joins you: the screen could work here as well.

Patrick_the_Winekiller wrote:
the scenario: definitely could use one where you can build/ summon wraiths and shadows.
I would like to make one with new Kharn's rivers (especially the crazy rivers). This mission could be after the Labirinth and before Khazdhul.
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PostSubject: Re: Custom Chapter: The Duernothian Cult   Fri Jun 19, 2015 8:03 pm

Exclamation Spoilers Exclamation

Objections? pirat

Pat wrote:
1 -The strategy of placing all valuables with women and children in a single keep is a well known strategy, but Mardar's doubts of efficiency are respectable - perhaps we can see his own strategy applied in a future scenario though? a map where decentralization brings victory or something like that..

Need some help here, suggestions?
DONE

Pat wrote:
2- Why does he decide to kill all women and children himself? This is something so drastical and never really explained. The build-rebuild cycle presents the unified forces of the 12 citadels of the dwarves - a good, gentle explanation insertion; I really liked it. Still, I'm not really sure how this cycle happens when all women and children got burned by Mardar.

I will put in a way it represents the breaking of the circle and the beginning of the sectarian move towards a new race (in a dialogue).
DONE

Pat wrote:
3- Mardar has the thought of surrendering too soon.
This can be changed only when the new balancing is out (this campaign must be playable as good in 0.8.5 and further as is now in 0.8.4). But I can change some parameters to make people spend more time on this scenario (although the outcome will be the same). DONE

Pat wrote:
4-Also, the hint on sending the guard to alert the king is so vague. Furthermore, we could create more in depth dialogues on how he fools all the guards in the confusion, including perhaps the guard that helps you - something to link with the future guard who offers to help.

I think Mardar should have a very negative opinion on Dwarven guards to justify his future actions. I am thinking that guards should try to avoid Mardar from running to Duernoth because they are such fascist bastards they want Mardar to by killed by plaguelords. Guards naturally hated minorities and activilly seek them and disturb their activities.
DONE

Pat wrote:
5- The mushroom path was beautiful, though I was half-hoping all the engineers will rest there and get high lol.

It actually makes sense if they gain some “reward” after they have successfully escaped. It is a synonymous of freedom itself and a rest for the conquest of the Citadel of Duernoth (an event simply unexpected by them). Also it symbolically puts things on an edge only possible to achieve by some kind of libertine substances (but real problems, in the real world are still there, this is just taking a breath).
DONE

Pat wrote:
6- Attacks the whole KINGDOM and wins. Is Duernoth historicaly a kingdom though? I would more easily accept it as a duchy, being not as well defended as a whole fricking kingdom.

Should be clearer indeed.
DONE

Pat wrote:
7- Winning the scenarios was a little problematic though since the green player (king duegrim) was not resigning.

An event will be changed or erased.
DONE

Pat wrote:
8- Also, at some point, just randomly I got a giant who joined my army - I say that's too much and of little significance. I'd rather have my engineers build more siege weapons!.

Besides screen event, it needs more teasing (dialogues) for players try to adventure themselves on the map (there is an actuall siege weapons reward if you destroy orcs, and a liche. Those are for now merely side quests so to speak). I need help here. Should I add another Hint from the main menu?
DONE

Pat wrote:
9- Mardar kills all the remaining duernothian dwarves of old beliefs, including the guard who wanted to help him as to not "repeat his mistake again". But, there was no mistake ever, or at least I missed it and should be more evident.

This is clear enough for me but I will make it more crystalline with dialogues.
DONE

Pat wrote:
10- The life rune though seemed to malfunction, the units were spawning there idle and upon destruction all kings were defeated with me having no idea what was it all about.

Events will be redone there to avoid it. More mapping is required.
DONE

Pat wrote:
11- Ehlariel, seeking food and shelter. I am not sure why there of all places - it is far and elven - needs explanation.

The reason why is because they still believe in tolerance and justice and somehow, Elves will see they are different from regular dwarves. After they lose this hope forever you will have the new scenario (point 12).
DONE

Pat wrote:
12-the story: I have been waiting since the beginning of the chapter for these guys to get corrupted by Lord Bane as is historically correct. Other than talking with a minor liche in the labyrinth and doing a small quest for him, nothing happens though. Sadly. Perhaps here they could also form their opinions on the dead and how they build those ancestral chambers.
the scenario: definitely could use one where you can build/ summon wraiths and shadows.

Actually I feel there should be 3 more scenarios here to explain it properly. Already have ideas and don’t want to spoil things (Wait and see!). Wink
DONE

Pat wrote:
13-Mardar orders the construction of The Great Wall to protect the city from outside, militarily, culturally and technologically. I believe it needs another motive - something gone wrong in Duernoth or a lesson/fear from the Plaguelords perhaps?

Great Wall other motive will be related to guards from the beginning and there brutal actions towards minorities. Khazdhul will have no guards whatsoever, but in the long run, only spies and personal closed to Mardar will watch and surveill people, because they do not trust them.
DONE

Pat wrote:
14-Collective suicide. I like this idea very much but I still think it needs more reasoning;
I need some help here. I think it deserves a poetic and philosophical reading.
DONE

Pat wrote:
15- Also, maybe version-ing Grond is not the most medieval way of naming machines. I like the idea of upgrading their god-machine, but they're engineers not IT specialists damnit!

I need help here as well.
DONE


Last edited by Zetoo on Sat Jun 27, 2015 8:28 pm; edited 12 times in total (Reason for editing : Checking what's done (ALL DONE AT LAST))
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PostSubject: Re: Custom Chapter: The Duernothian Cult   Fri Jun 19, 2015 9:22 pm

1. Perhaps in the dark dwarven revolt in Duernoth, the political houses attack you in one single center spot (the level 5 furnace) which you have to protect BUT if you fail you go "Haha! I have learned from the mistakes of others and have my armies and wealth and power in 5 different spots on the map" making the central furnace just a decoy (and your actual symbol of power somewhere hidden underground? - idk I'm brainstorming here). Those bases are then revealed to the player through a nis event, and the AI only then attacks them (a change of ownership should do it).

4. I was thinking of something like guard: "oh I will help you, i'll go send the word" but instead he somehow makes Mardar look bad while doing so. Therefore, the next time a guard offers his help, he refuses with a knife (with the other, less personal motive you said).

5. A world dialogue should suffice. Perhaps they get hungry and eat the mushrooms? Maybe the high engineers also get a crazy new idea of building a new golem or siege weapon (introduced in the siege of Duernoth)?

7. I think defeating just the king and sacking his citadel should be enough to bring victory. The populace would surrender after this, and the remaining loyal soldiers would be easily succumbed by Mardar's forces.

8. I have asked for more opinions on this, and some people actually liked these "side quests". The little confusion there still was should be fixed by a simple screen command. Maybe to even have a greater impact on the gameplay, the units could have lots of xp?

10. Also, the scene event change to day/ night has a counter on it. If you put a really big number, it will remain day (or night) for that ammount of seconds. There is no real need for a infinite loop here, I think. (if this does not work, I will make it work in a future version, seems like an intended feature by looking at the source code)

11. I agree, but let us not forget that the main reason they go there is for FOOD and shelter. The shelter part can be easily overcome but the food situation? They are probably starving pretty bad after such a long journey, and in the north there is little food to forage. Perhaps a deal with Bane saves them from hunger (they should know pretty well who bane/ undead are, so they would never negotiate unless desperate)?

12. I CAN'T WAIT!

14. Perhaps they finally see that no matter what they do they return to the cycle at the beginning - of construction and reconstruction through pain and misery. The only true way of stopping the cycle for good is collective suicide, a possibility to start anew, with no memories of the past (the tale is not well known in Etheria 4000 HET, except for the bit with the Bane corruption that somehow survived for millenia). There will be no more conservatives because there will be nothing left to conserve. lol!  Scientifically (magically), it would also perhaps stop the terrible genetic disease (Lord Melkor) that kills two in three children? AFAIK, only the normal dwarves still have that disease in modern Etheria.

15. Perhaps the Greater Grond, or The Greatest Grond would be better? Or Grond Prime. Or Grond the Third. About this though, somehow in all this story, the schematics of the upgraded version of Grond get lost forever! In modern Etheria, you only have the basic Grond (even stat-wise). When the collective suicide takes place, The Greatest Grond gets destroyed as well - you can have some really dramatic symbolic images here.

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PostSubject: Re: Custom Chapter: The Duernothian Cult   Fri Jun 19, 2015 10:55 pm

Great Ideas!

Your 4-I am sorry man, but I am in A.C.A.B. kind of mood here and I think it will work. Then you decide if there is too much “an-arkheia” on it.DONE

Your 8 - Ok, but could we try to get this Ancient Giant on the retinue (Is this possible now, I don’t think I ever had one)?DONE

Your 14 - The “breaking the cycle” metaphor I totally understood, the genetics I didn’t, sorry: Collective Suicidal “magically” stops spreading diseases to other generations? Ok… But… How do they know who is mutant and who is not? I think here is more a question of personal honor, rather than “biological or racial perseverance”. Also only we, real Humans from RL (and the Narrator, from my brains) knows the dichotomy old (or/and conservative) vs young (or/and progressive) exists. As a matter of fact, Mardar ignores this conflict to the core. That is why, as revolutionary weapon, they commit suicide (because they see the young as weak and worthless, while We, from RL, see the young as progressive). That is why I think this is more a matter for philosophical (and metaphorical) discourse/concerns about TIME: how it changes, how it can change you and me, how it can be changed through us, how our perception of it changes, etc. (too much perhaps).DONE

EDIT: 11and 12:

Etherian Tears wrote:
1321 The Years of the Dwarfs. The High Elves of Ehlariel, the Citadel of Ice, have their first encounter with Dwarfs migrating east to west across the Northern Tundra. The first encounters are friendly, but due to a foul plot by the Dark Elves, the Elf-Dwarf relationship quickly degenerates into war.1322 - 1329 The war continues with the migrating Dwarfs. Eventually the Dwarfs abandona war which they seem destined to lose and bypass the Elven Citadels, travelling far to the north through the coldest parts of the Tundra.

This will make it work!
DONE


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PostSubject: Re: Custom Chapter: The Duernothian Cult   Fri Jun 26, 2015 7:36 pm

Patrick_the_Winekiller wrote:
10. Also, the scene event change to day/ night has a counter on it. If you put a really big number, it will remain day (or night) for that ammount of seconds. There is no real need for a infinite loop here, I think. (if this does not work, I will make it work in a future version, seems like an intended feature by looking at the source code)
999 is the maximum value there. Perhaps it is enough, I don't know, please solve this on your end.

Patrick and Zeto wrote:
Pat wrote:
  - 1 -The strategy of placing all valuables with women and children in a single keep is a well known strategy, but Mardar's doubts of efficiency are respectable - perhaps we can see his own strategy applied in a future scenario though? a map where decentralization brings victory or something like that..

- Need some help here, suggestions?

- 1. Perhaps in the dark dwarven revolt in Duernoth, the political houses attack you in one single center spot (the level 5 furnace) which you have to protect BUT if you fail you go "Haha! I have learned from the mistakes of others and have my armies and wealth and power in 5 different spots on the map" making the central furnace just a decoy (and your actual symbol of power somewhere hidden underground? - idk I'm brainstorming here). Those bases are then revealed to the player through a nis event, and the AI only then attacks them (a change of ownership should do it).

I have problems reproducing that so I have done the other way around: 3 distant bases will be revealed as decoys to disperse the enemy. Still needs testing but consider it done. So, the SCN when Political houses attack you was changed and decentralization is done as said before, but still, how to relate killing children and women with that? A great piece of chasm there. EDIT: but I found out the key: Creative destruction (Out of joke: remember Schumpeter's "schöpferische Zerstörung"?). So... DONE

EDIT:Also, there is an issue (bug?) when modifying LOC (Duernoth aka White Mountains in this case, but every single campaign has it - Obarin, Karvaar etc.): It seems you must go back and forward to make it accessible (after you have achieved its global episode value). The only way to avoid it for now, is to have a second Loc available at the same time, an already existing one from WBC3 (like you did in the beginning of Orc Chapter).


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PostSubject: Re: Custom Chapter: The Duernothian Cult   Fri Jun 26, 2015 8:41 pm

Zetoo wrote:

EDIT:Also, there is an issue (bug?) when modifying LOC (Duernoth aka White Mountains in this case, but every single campaign has it - Obarin, Karvaar etc.): It seems you must go back and forward to make it accessible (after you have achieved its global episode value). The only way to avoid it for now, is to have a second Loc available at the same time, an already existing one from WBC3 (like you did in the beginning of Orc Chapter).
Worry not, this has already been fixed in 0.8.5. There is no need for you to do anything in this regard.

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PostSubject: Re: Custom Chapter: The Duernothian Cult   Fri Jun 26, 2015 10:32 pm

Can't wait for 0.8.5! It must be some heaven gift for sure.
On a side note, I am almost tempted to use grimnir avatar on TDC. Is that ok with you or should I use just another shadow (in TDC new ancestral hall's map)? It is my idea for a fifth, unknown Deathbringer and will be lost after that mission. If that compromises TPC lore in any way, or if you want to spare the avatar, then I will cut this out.
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PostSubject: Re: Custom Chapter: The Duernothian Cult   Fri Jun 26, 2015 10:41 pm

I say cut it out. That avatar is licensed and am not even sure it is legally ok to be there. I was just experimenting back in the day and will probably have it replaced soon with either wbc art or self-made. Lore-wise, I think we should stick to what we know, the Fifth Horseman is Gorgon, and he has no face (currently anyway).

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PostSubject: Re: Custom Chapter: The Duernothian Cult   Fri Jun 26, 2015 10:56 pm

ok, very well. It is true Gorgon is the Fifth Horsman, but the fifth Deathbringer is unknown, not refered in Lore:
Etherian Tears wrote:
2586 Lord Bane names his 4 servants the Deathbringers, and sends them away to all corners of Etheria. Their mission is to seek out forces which will aid the Lord of Undead in his upcoming conquests. The one who returns with the most powerful forces is promised dominion over the other three.
I guess it will not mess with Undead chapters and so on, but I will find another road.
Initially I thought Deathbringers and Horsmen were the same thing but I guess I was wrong:
Etherian Tears wrote:
3107 Lord Bane gives permission for Ehyrynth to change the other 3 Deathbringers into vampires. This gives Ehyrynth a hold over them, but the Lord of Undead knows that his hold is stronger.
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PostSubject: Re: Custom Chapter: The Duernothian Cult   Sat Jun 27, 2015 3:58 am

I was about to say that it was my mistake, Deathbingers are the vampires (one even has its own item set) so...

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PostSubject: Re: Custom Chapter: The Duernothian Cult   Sat Jun 27, 2015 8:32 pm

I simply removed that and made it a secondary character within an unique map.
BTW: All major changes are done. There are 5 new scenarios/missions and 3 new World Map Dialogues. I haven't done any testing yet on 0.8.4, so if you have more suggestions, now is the time to speak silent .

EDIT: and there is no extra work for you other than allow shadows only in the propper scnearios. I have also abdicated the idea of usin Kharn crazy rivers (We should save it for future campaigns, by now will need another look before implementation - balancing is the main issue, forcing me to adapt the campaign every single time, so perhaps we should wait for a final balancing version).
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