Silver Age (640 - 750 YW)

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py6aka
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Re: Silver Age (640 - 750 YW)

Post by py6aka »

FaeLord wrote:What kind of help do you need in text correction? I did the English correction for Adarisvet's campagin, although I'm not sure if he loaded the new version yet. Anyhow, I might be able to assist.

-=FL=-
Hi, FaeLord!

Our problem is all three project members are russian, so our english on pre-intermediate level. So, we need you help with grammatical edits of units and abilities descriptions and, further, also edits of campaign dialogues. We already have full understanding of what those texts should say, and all we need - express it in competent English (our biggest problem is articles and where to write them).

So, if you're interested, please download our era from 1.13 server. In the file Silver_Age/translations/ru/LC_MESSAGES/wesnoth-2.po you'll find all text strings which we have in our era (you can open the file with any text editor).
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py6aka
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Silver Age #idea

Post by py6aka »

The ogres
Image
Today we'll review some of released weapons specials and abilities for the ogres. The key idea of ogres is a difference between "wild" and "civilized" persons. Some of ogres have integrated in their society, they can be a soldiers in the Royal army or be a servants of The Blackwater Syndicate. But some of them was recruited from their nature homeland and they're still a wild.
  • Rage description. The unit with the special will have +1 strike after each enemy attack. The special work at the enemy turn. You can put the unit in vanguard of your army and waiting for the opponent.
  • Revenge description. It's looks like rage special, but your unit will have +1 strike at your turn. It's work against enemy unit, who had attacked the ogre 1 turn ago.
  • Distraction [acronym="When this attack hits the opponent, it can no longer enforce a zone of control. The effect wears off on the opponent's next turn"]description[/acronym]. It's realy useful special, by which you can destroy the line-up of opponent.
  • Rush [acronym="When used offensively, opponent strikes back with 10% less accuracy"]description[/acronym]. Ogres have less defense then other units of Syndicate. However, with this special you can minimize your opponent's retalative damage.
  • Word of chief description. This ability is a sort of "mass" revenge. Put your chief ogre to vanguard of line-up and each ogre in army will inflict +1 strike to opponent's units who attacked their chief.
  • Eat description. Only bad and hungry ogres will have this ability. Still good in assault.
  • Protection [acronym="This unit increases resistance of adjacent ally units by 20%. This ability active only in defense and doesn't affect mounted, giant and heavy armored units"]description[/acronym]. Because the robbers will have bad resistances, this ability will be useful in defense.
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z5x1
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Re: Silver Age (640 - 750 YW)

Post by z5x1 »

Hi all! We have some chronology for the Silver Age. All of this is totally uncanonically, so don't mind to copy, use and create add-ons about this events - we're, russian people, much less fixated on of copyright and all that stuff, and you can don't mention us at all)

Silver Age, first third:

627 YW
* after Mal Ravanal was defeated, marshal Gweddry became royal vicegerent of Estmark province. Eastern Division headquarters was moved from Soradoc to Winnerhold, where Gweddry ruled the province, combining with command of Eastern Division, and, formally, the whole Royal Army.
* the country quickly recovered from damage, inflicted by Mal Ravanal. Necromancers-survivors fled the country to northetn mountains or to Kerlath.
* In order to accelerate restoration of the Wesnoth, King Konrad created ''the new nobility'' by transfering most affected lands to the ownership of the most distinguished knights. King also created title of baronet - any citizen who brought a certain amount of gold to the treasury, received the title and land plot. Peasants were mass relocated from Weatern Wesnoth to lands of the ''new nobles''. Those measures were unpopular, but quite effective - during the following years swaps, created by Mal Ravanal on the Horse Plains, were drained and Eastern Wesnoth was filled with life again. Royal chronicler Alfador Sweep wrote: "And so began the Silver Age of Wesnoth".

628 YW - The Estmark War
* the huge army of Mal Ravanal wasn't completely destroyed when he died - many of undeads were created not by lich himself, but by his servants, so those warriors were abandoned by their masters, when latter fled the country. Powerful ghost Phar'hear had united survivors, so he had created ''pitiful remnants'' army of sixty or seventy thousands warriors. So, the ghost decided to take revenge over Royal Army and attacked Estmark.
* Phar'hear had hoped that death of the national hero would demoralize Wesnoth citizens and give him time to preparate operation to destroy the whole country, bur Gweddry managed to survive and gather a small army and begin guerrilla war in Estmark. Eventually, the fact that undead army haven't necromancers and can't replenish its casualties another way but to spread zombie plague, allowed Eastern Division and arrived paladines to won. Phar'hear was destroyed and Estmark was saved.
* Paladines Order reputation, which had suffered befor, because of incapacity of the light knights to defeat Mal Ravanal's undead hordes, was fully restored after Eastmark War. In the following years the Order was very popular and had plenty of recruits.
* glory of Gweddry multiplied even more after his second victory over undeads. Neither necromancer had dared to openly confront the Wesnoth before Grand Marshal died.

629 YW
* Gweddry married Elaessa Griffinmount, youngest daughter of King Haldric VII and sister of King Konrad II. Their descendants, known as Lightson House, ruled Estmark during next sixty years.
* Mal Ravanal's escaped minions had rejected the idea to fight invincible Grand Marshal, so they explored lands outside the country's borders. Two of them who had the greatest influence were necromancer Shear'khaz'ud, who had occupied Mal Ravanal's former capital at Bitter Swamp and lich Ar'Rashen, who had terrorized eastern part of Dragon Mountains. Some of dark mages secretly settled in wesnothian Kerlath province. Most worshipped of them was sorcerer Raxan Blackwater, who had educated many students. The fact that ravanical necromancy traditions weren't forgotten is mostly his credit.

633 YW - Cin Smithson's incident
* well-known west coastal gangster Demyr the Moneybag had bought barinet's title with criminally acquired gold. Many of the Royal Army officers left the service this year, as they were outraged by the fact criminal became nobleman. Among deserters was also assassin named Cin Smithson, although his reasons weren't related to Demyr. As he had left Assassin's Guild, which was the most secret and brutal organization at the country, he knew his actions wouldn't be unpunished. He had conspired with servants of necromancer Menvan Coldcliff, who was imprisoned. An attempt to free the necromancers wasn't successful and Menvan was killed, but other dark mages appreciated talents of Smithson and accept him into their ranks. In course of time he became the most respected necromancer of northern lands and even became lich, taking the name of Mal Radus.
* regarding Demyr the Moneybag, his lands became asylum for smugglers and pirates of all stripes, and resulting in the creation of criminal organization, known as The Blackwater Syndicate.

645 YW - The Unblown Hops War
* that year the hops bad harvest had happened at northern barbarian lands, so barbarians, who were deprived of beer, had launched a war with the orcs. Due to orcish feuds, war was successful for barbarians and they occupied ocean coast between river Bork and Annuvin province. Only Glamdrol castle wasn't captured.

646 YW
* orcish towns Tirigaz and Bitok had made peace to fight barbarians together, but Knalgan Aliance made its move before. Knalgans formed an alliance with barbarians by offering them unlimited beer supply, so northerners became part of Knalgan with all previously occupied lands. United army of dwarves and barbarians defeated orces in River Bork Battle.

647 YW
* after year and a half of siege Glamdrol castle fell. Orces were finally banished from the ocean coast, so life of Wesmere elves and wesnothian Annuvin province became much more peaceful. Knalgans made their territory twice more extensive, but were drawn into an endless war with Bitok and Tirigaz.

A map for better understanding (yes, of course i have glued pieces of other maps - i am not Claudius Ptolemy, after all):
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FaeLord
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Re: Silver Age (640 - 750 YW)

Post by FaeLord »

Ok. I'll handle the English corrections. However, I don't have 1.13 installed. It would therefore be helpful if you could just send me the string file and I'll get to work on it.
Wesnoth stole my summer . . . again.
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SaulBlack
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Re: Silver Age (640 - 750 YW)

Post by SaulBlack »

FaeLord wrote:Ok. I'll handle the English corrections. However, I don't have 1.13 installed. It would therefore be helpful if you could just send me the string file and I'll get to work on it.
take this, man: http://www.filedropper.com/wesnoth-2
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z5x1
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Re: Silver Age (640 - 750 YW)

Post by z5x1 »

Another part of the same chronology:

Silver Age, second third:

648 YW
* large deposits of gold was found in the Mountains of Peril, so many of wesnothian citizens went there to mine it.

649 YW
* pirates of the Blackwater Syndicate had discovered sea route to Sleepless sea, so they began to raid against gold miners in the Mountains of Peril.
* miners hired mercenary troops to defend themselves.

650 YW - The Peril incident
* pirate Manry the Reckless, inspired by the success of last year's operations, had collected the fleet of fifteen ships to raid Peril mines. His operation is successful, but a dragon who was awakened by noise of the battle, sank the pirate fleet and gathered all gold.

651 YW - The Peril War
* gold miners hired even more mercenary troops to take their gold by the dragon and free their mines.
* dragon was defeated, but had inflicted substantial damage first, killing three thousands men. Mercenaries survivors declared all saved gold their property (there was about 700,000 gold coins). Gold miners disagreed, so mercenaries occupied mines until their spoils will be returned. Gold miners hired other mercenary troops to recapture their mines. Soldiers of fortune from across the country gathered in the Mountains of Peril, where war between two mercenary armies began.
* in the kerlathian village Northvalley infant boy was found on the porch of a house. The child was later named Hasan.

652 YW
* Southern Division general was ordered by the king to stop The Peril War. The vanguard regiment of colonel Virraent Gingar had defeated thousand and half of mercenaries even before main forces of the Royal Army arrived. So, mine's invaders retreated and freed the mines, while gold miners army lay down arms. Mines were declared state property and its protect entrusted to the Southern Division.
* Mercenaries, who lost their gold and their work, mostly stayed in the Kerlath. Some of them joined local militia or Westin's town guard. Others became farmers, and third became robbers.

653 YW - Mercenaries rebellion
* after two lean years many kerlathian peasants, including former mercenaries, became robbers. Kerlathian bands of raiders were numerous at all times, but now they formed small armies.
* same years were lean in Western Knalga. Government was forced to strengthen guard of granaries and caravans with food, so it allowed orces to recapture southern coast of the river Brok and surrounding lands down to the Jotha bay.

654 YW
* Southern Division torn between duties to protect the Peril mines, caravans with gold and trade roads. There isn't forces to hold back gangs of former mercenaries.
* Kerlathian robbers became more and more restless. At 14th of November 2,000 of them plundered Fort Tahn.

655 YW - Rise of the Legion
* colonel Virraent Gingar was promoted to general of the Southern Division. On the basis of his former regiment he had created the Kerlathian Legion - originally it was just a rapid response squad which mission was to put an end to rebellion.
* mercenary gangs, which were encouraged by last year's success and lost a touch with reality, so they tried to fight the Legion and some of them were defeated. Since Legion hasn't forces to escort criminals to a hard labor, they just had not take prisoners. Such news had demoralized rebels and some of them went home, while others - mostly former mercenaries - united to fight to the death.

656 YW
* On 9 of March Legion intercepted mercenary army, which had wintered in Kerlathmouth. Rebels strength totaled 5 thousands men, while legionnaires were only 1 thousand. General Gingar himself had arrived to lead the Legion. Mercenary group, which had fought against gold miners in the Peril War, offered to change side in exchange for official ranks in the Royal Army. When general Gingar had accepted the proposal, aspect ratio from 5 to 1 to 3 to 1. Legionaries and their allies won the battle.
* During the year mercenaries rebellion had receded and completely stopped after bountiful crop was harvested.

657 YW - The Earinelhopa incident
* Although Legion's mission was accomplished, General Gingar hadn't disband the subdivision (including former mercenaries), but continued to pay them increased salary in order to they maintained themselves in combat readiness. The fact caused discontent of capital officials and (even more) of Aethen elves. So, the latter send messengers to the Weldin with demanding to disband the Legion, but Gingar get his own way.
* Aethen elves had performed several raids to Kerlath in response to General Gingar's refusal. They attacked supply routes of the Legion. So, legionnaires passed Blossoming trees mountain pass, invaded Aethen's coastal region, defeated Aetheni Eldahosse army group which numbering a thousand warriors and besieged Earinelhopa harbor city. Elves were not ready for full-scale war, so they paid indemnity and asked for peace in order to prepare for subsequent war, however they not dared to launch it later.
* General Gingar's actions got after the event approval of the court, so Legion was recognized as a permanent unit of the Southern Division and its authorized strength was increased threefold.

660 YW
* Necromancer Raxan was seriously ill, so in order to rich his global plans, he became lich, taking the name of Mal Xan.

668 YW
* Hasan Northvalley entered the Alduin Academy.

670 YW
* Hasan Northvalley was expelled from the Academy on charges of ''using of unlawful practices which led to the injury of another student''.

672 YW - ''The Shadow of Death'' campaign begin here.
* On 8 of June Marshal Gweddry died.
* On 26 of September Mal Xan invaded the Wesnoth with two thousands warriors. Alduin Academy was a goal of invasion, but undead's offensive was stopped at 28 of October near the Carcyn town. Mal Xan was killed, while other necromancers left the country, crossing the Great River near Abez. But the invasion still caused great material and moral damage to the country.
* all those news undermined the health of King Konrad, so he fell ill and died on 1st of January, 673 YW. Royal chronicler Alfador Sweep wrote: "And so the Silver Age of Wesnoth ended". But there still wasn't end of an era, as the Necromancers Silver Age just begun...
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FaeLord
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Re: Silver Age (640 - 750 YW)

Post by FaeLord »

Got the strings. I'll review and get back to you with a time estimate.
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z5x1
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Re: Silver Age (640 - 750 YW)

Post by z5x1 »

Some of our new works: we made new icons of attacks, so spellbook screens for Witch and High Witch are finished now:

I remind, Witch is 2nd level Dark Adept and High Witch is upgraded Witch. The unit-line has two interesting features: first, male and female units have different names: 1st level male is Dark Adept, while female is Apprentice Witch. 3rd level male is High Witcher, while female is Sabbath Queen.
Second, spells set for level 3 is totally different dependent on specialisation unit had choosen on level 2. Look, if we have Royal Army Red Mage, it can choose "flaming blade" spell on level 2 and he'll have choise between "lightning" and "flaming tomb" on level 3. if he or she choosen "stream of flame" spell on level 2, he or she still has opportunity to take "lightning" or "flaming tomb" level 3. But speaking about witches, if you had choosen flame control specialisation, you'll can choose between fire spells only, and if you had choosen turnskins specialisation, you'll choose between animals you'll transform into.
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Снимок экрана от 2016-12-14 10-25-30.png
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py6aka
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Re: Silver Age (640 - 750 YW)

Post by py6aka »

Hello, dudes!

Image
I'm back to remember you next thing, we still open for discussion about era. If you have something to say about art or about era's mechanic (or something else), you can feel free to do that! I see the era have 299 downloads now (+70 downloads after this topic was posted), so, it's a time for your feedback :)
Spoiler:
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py6aka
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Silver Age #idea

Post by py6aka »

Spellbook
Image
Spellbooks from another branch of the same line - upgrade from 2nd level Black Mage to 3rd level Dark Mage. There is not so much difference between variations, but those who had "shadow" on their 2nd level, may take "shadow dance" on 3rd.
Generally, black mages are antipodes of loyalist white mages - they are mostly supporting units with abilities to slow opponents, or to heal allies, or to change times of Day around them (of course, they did all of this unlike white mages but in their own ''dark'' manner). They also able to inflict arcane damage, but it isn't very high and there is only one main offensive spell (unlike red or white mages who have a rich selection of such spells). That's funny but quite logically - black mages able to learn attack with backstab special (like some kind of assassins).

Spellbook by itself:
Spoiler:
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SaulBlack
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Re: Silver Age (640 - 750 YW)

Post by SaulBlack »

Рубака is currently in a drinking bout (there is nothing reprehensible, he is an adult russian man and there is probably -40 C in his town now), but it's known for certain, that DV (the project's main developer) had announced survival based on Silver Age Era today in the russian forum. Survival scenario named "Mountain of the Damned" and may be downloaded from 1.13 add-ons server right now. I've tried it and it's quite hard.
There is also some screenshots they posted:
Attachments
description on survival on add-ons server
description on survival on add-ons server
attack witcher-werewolf with physical attack is probably very bad idea...
attack witcher-werewolf with physical attack is probably very bad idea...
dark mage with dark aura and reuter (new incarnation of default era dragoon)
dark mage with dark aura and reuter (new incarnation of default era dragoon)
militia against zombies. you all have seen such films - there is not any chance for militiamen)))
militia against zombies. you all have seen such films - there is not any chance for militiamen)))
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py6aka
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Silver Age #infobox

Post by py6aka »

Royal Army
Image
Hi guys and ledies, new #infobox here (and i have 0c or 32f in my town now =_= so, no vodka, only job and duty). And today we'll look at next one unit of Royal Army.

Light infantryman in game:
Spoiler:
Units presentation:
Spoiler:
Abilities and specials:
  • Fencer and Master at Arms have skirmisher ability in default era style. Both units also have weapon special ''swift'' on their melee attack (it guarantees unit 90% accuracy if opponent is slowed or distracted, while owner of special himself isn't slowed or distracted at the moment).
  • Assaulter and Siege Trooper have rush special on their melee attacks (it decreases opponent's accuracy by 10% when attack used in offense).
  • Master at Arms has distraction special on his ranged attack (unit, hit by attack with the special, losing his ZoC for one turn. You may see completely equal ability "stun" in Dead Waters mainline campaign, so no WML for you, mu-ha-ha-ha-hah).
  • Master at Arms also has unrivaled special on his melee attack. The special would be completely useless in default era, but now it's respond to a large number of new weapon specials in the era. Unrivaled does two things only: first - if opponent has more number of attacks than unit with the special (Master of Arms has 5 strikes, and there's only few units in the era who have more, but they still are), opponent's number of strike decreases to unit's number of attacks. Second - same weapon special of the opponent or any other weapon special, which supposed to decrease number of unit's attacks, wouldn't work against ''unrivaled'' attack.
  • Siege Tropper has assault ability. When unit with the ability kills enemy unit in castle, unit moves to place of killed unit. There is some tricky conditions of how it works (if unit is already in castle, ability wouldn't work, but if killed unit in the citadel, while ability owner in castle, ability would work) but point is you can kill the enemy on advantageous position and take the hex with one unit.
  • Siege Trooper also has siege (sic!) weapon special on it's ranged fustibal attack. With this special accuracy of attack against unit in village or castle would be never less 50%.
And some traditional code for these specials:

Code: Select all

#define WEAPON_SPECIAL_SWIFT
    [chance_to_hit]
        id=swift
        value=90
        [filter_opponent]
          [filter_wml]
         [status]
                    slowed=yes
           [/status]
        [/filter_wml]
     [or]
  [filter_wml]
             [status]
                     distracted=yes
               [/status]
         [/filter_wml]
     [/or]
        [/filter_opponent]
        [filter_self]
     [not]
           [filter_wml]
             [status]
                     slowed=yes
               [/status]
         [/filter_wml]
      [or]
      [filter_wml]
              [status]
                          distracted=yes
                [/status]
             [/filter_wml]
      [/or]
     [/not]
        [/filter_self]   
    [/chance_to_hit]
#enddef
#define WEAPON_SPECIAL_RUSH
    [chance_to_hit]
        id=rush
        sub=10
        active_on=offense
        apply_to=opponent
    [/chance_to_hit]
#enddef
#define WEAPON_SPECIAL_UNRIVALED NUMBER
    [attacks]
        id=unrivaled
 value={NUMBER}
 apply_to=opponent
        [filter_base_value]
       greater_than={NUMBER}
        [/filter_base_value]
 [filter_opponent]
     [filter_weapon]
  [not]
      special=unrivaled
  [/not]
     [/filter_weapon]
 [/filter_opponent]
    [/attacks]
#enddef
#define WEAPON_SPECIAL_SIEGE
    [chance_to_hit]
        id=siege
        value=50
        cumulative=yes
        [filter_opponent]
            [filter_location]
                terrain=*^V*, C*, K*
            [/filter_location]
        [/filter_opponent]
    [/chance_to_hit]
#enddef
#define ABILITY_ASSAULT
    [dummy]
        id=assault
    [/dummy]
#enddef
[event]
    id=assault1
    name=die
    first_time_only=no

    [filter]
        [filter_location]
     terrain=C*
        [/filter_location]
    [/filter]
    [filter_side]
 side=$second_unit.side
    [/filter_side]
    [filter_second]
 ability=assault
 [not]
     [filter_location]
      terrain=C*, K*
     [/filter_location]
 [/not]
    [/filter_second]

    [store_unit]
 [filter]
     x=$second_unit.x
     y=$second_unit.y
 [/filter]
 variable=assaulter
 kill=yes
    [/store_unit]

    {VARIABLE assaulter.x $x1}
    {VARIABLE assaulter.y $y1}

    [move_unit_fake]
 x=$assaulter.x,$x1
 y=$assaulter.y,$y1
 type=$assaulter.type
 side=$assaulter.side
    [/move_unit_fake]

    [if]
        [variable]
            name=assaulter.gender
            equals=female
        [/variable]

        [then]
            [set_variable]
                name=tmp_assault_text
                value= _ "female^broke into castle"
            [/set_variable]
        [/then]

        [else]
            [set_variable]
                name=tmp_assault_text
                value= _ "broke into castle"
            [/set_variable]
        [/else]
    [/if]

    [unstore_unit]
 variable=assaulter
 find_vacant=no
        text=$tmp_assault_text
        {COLOR_HARM}
    [/unstore_unit]

    {CLEAR_VARIABLE assaulter}
    {CLEAR_VARIABLE tmp_assault_text}
[/event]
[event]
    id=assault2
    name=die
    first_time_only=no

    [filter]
        [filter_location]
     terrain=K*
        [/filter_location]
    [/filter]
    [filter_side]
 side=$second_unit.side
    [/filter_side]
    [filter_second]
 ability=assault
 [not]
     [filter_location]
      terrain=K*
     [/filter_location]
 [/not]
    [/filter_second]

    [store_unit]
 [filter]
     x=$second_unit.x
     y=$second_unit.y
 [/filter]
 variable=assaulter
 kill=yes
    [/store_unit]

    {VARIABLE assaulter.x $x1}
    {VARIABLE assaulter.y $y1}

    [move_unit_fake]
 x=$assaulter.x,$x1
 y=$assaulter.y,$y1
 type=$assaulter.type
 side=$assaulter.side
    [/move_unit_fake]

    [if]
        [variable]
            name=assaulter.gender
            equals=female
        [/variable]

        [then]
            [set_variable]
                name=tmp_assault_text
                value= _ "female^broke into citadel"
            [/set_variable]
        [/then]

        [else]
            [set_variable]
                name=tmp_assault_text
                value= _ "broke into citadel"
            [/set_variable]
        [/else]
    [/if]

    [unstore_unit]
 variable=assaulter
 find_vacant=no
        text=$tmp_assault_text
        {COLOR_HARM}
    [/unstore_unit]

    {CLEAR_VARIABLE assaulter}
    {CLEAR_VARIABLE tmp_assault_text}
[/event]
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Wussel
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Re: Silver Age (640 - 750 YW)

Post by Wussel »

I tested humans against undead on a desert map and this was the only unit which could use on sand. Never figured out the asault skill. Nice unit and fun to play. Quick in deserts, good against undead.
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SaulBlack
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Re: Silver Age (640 - 750 YW)

Post by SaulBlack »

technically, he is also good on snow and cave terrain, but there isn't much mainline maps where you can use it.
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ForestDragon
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Re: Silver Age (640 - 750 YW)

Post by ForestDragon »

hi, so, i noticed your Silver Age addon description, and decided to help you by doing some grammar corrections:

old:
The Silver Age Project is an attempt to show world of Wesnoth in its historical development. You'll see how Wesnoth, Knalgah and other nations have changed during The Silver Age — era of growth and (magical) science, which followed Age of Fear and events of Eastern Invasion offical campaign. Project includes multiplayer era which (in the plans) 8 factions and over 350 units which totally new abilities and graphics

new:
The Silver Age Project is an attempt to show the world of Wesnoth in its historical development. You'll see how Wesnoth, Knalga and other nations have changed during The Silver Age — an era of growth and (magical) science, which followed after Age of Fear and events of the official mainline campaign named 'Eastern Invasion'. The project includes a multiplayer era which is supposed to have 8 factions and over 350 units with totally new abilities and graphics (so far it's in the development stage, so only a few of the factions are available at the moment, the rest are being worked on)
My active add-ons: The Great Steppe Era,XP Bank,Alliances Mod,Pestilence,GSE+EoMa,Ogre Crusaders,Battle Royale,EoMaifier,Steppeifier,Hardcoreifier
My inactive add-ons (1.12): Tale of Alan, The Golden Age
Co-creator of Era of Magic
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