Thanks for the feedback!
As for the gold amounts, I'm torn about how to balance it. Currently the gold carryover is 40%, which is the same as the mainline campaigns. The player is also earning annual revenue, so actually the gold carryover is slightly higher than in mainline. And of course the diplomacy levels have 100% gold carryover.
Initially I wanted to have 100% gold carryover for the combat levels too, but playtesting showed that this allowed the player to quickly amass a huge fortune (well over 1,000 gold by Year 6). So I guess there are a few options...
1. Have two gold stores for the player. Combat levels would have a pre-set initial gold amount for the player, based on difficulty level. This would guarantee that the amount of gold the player started with would always be balanced. However it would also completely change the way that Wesnoth played, since gold carryover and finishing early would no longer have any meaning, and players would simply milk maps for XP. Diplomacy levels and the Sacred Glade would have a different store of gold for the player, and the player would get this gold solely through annual income and the diplomacy levels themselves.
2. Same as #1, except the diplomacy/Sacred Glade gold would instead be an integer variable called "Resource Points," tracked by a [label] in the Sacred Glade and diplomacy levels. This might negate the possible confusion over having two gold amounts, though maybe it would confuse players even more, or seem kind of hokey.
3. Increase the gold carryover % slightly. Since it would no longer be equal to mainline it would be kind of anti-KISS though.
4. Increase annual income. I'd probably have to majorly rebalance buying happiness in the Sacred Glade and buying stuff in the diplomacy levels though, to account for the player's greater purchasing power.
5. Keep it as is? Maybe tweak something else besides gold to make it balanced?
6. Other???
I do think I will add a more ooze-centric dialogue choice for the Finale.
joshudson wrote:It would be an easy matter to lure them in for about a day, infect them all via the local water, and kill them a few days later from inside their own bodies.
I was actually planning a level that would deal specifically with infecting the Imperial's water supply, but I never got around to making it. I had originally planned for there to be 3 tiers:
Tier 1 (Year 0-5): Coronation
Tier 2 (Year 6-10): Marriage
Tier 3 (Year 11-15): Good/Evil
As it turned out though, I seriously underestimated how long it would take to make this campaign. Thus, Tiers 2 and 3 kind of got meshed together and some stuff got cut out.
I originally thought, "Well, it only takes 15 minutes to make a decent small map. And for a simple 'kill-all-enemy leaders' objective, well that's like 15 minutes worth of WML coding, tops!'
Then I thought, 'So at 30 minutes per level, and 20 possible levels per tier, and 3 tiers...that's only 30 hours worth of work! I could do that in a single weekend!'
But once I started working...feature creep began to set in big time. I should've learned my lesson from Ooze-Mini Campaign. That was only initially supposed to be one level, but then one level turned in to two, which turned in to three which turned in to four, and I was about ready to start making level five when real-life events called me away from the project.
As it turned out almost none of the scenarios in Elvish Dynasty ended up being the simple 'kill-all-enemy leaders' variety...the whole campaign has some pretty complicated WML and needless to say it took a lot longer than a single weekend to even complete two Tiers. I do at least want to finish up the Evil branch though...but I'm very busy in real-life at the moment so all I can do is tech support for now.
Huston wrote:i was also surprised that it was almost a continuation of your Ooze Mini Campaign, maybe make a mention of it in the description?
Maybe in the campaign description I'll add: "A sort-of sequel to the Ooze Mini-Campaign."
Thanks again for the feedback!