Warhammer Dark Omen Forum

Modifications => Campaigns => Topic started by: cuthalion on March 27, 2012, 03:24:18 PM



Title: Goblin Adventures
Post by: cuthalion on March 27, 2012, 03:24:18 PM
https://www.dropbox.com/s/o0mqov4aj8s2xnq/Goblin%20Adventures.zip?dl=0 (https://www.dropbox.com/s/o0mqov4aj8s2xnq/Goblin%20Adventures.zip?dl=0)

Campaign was updated see update message at end of post

A small preface.
I edit missions while Im at work to the most part, and the following week(s) we have 'all hands job' so Im unlikely to progress in the campaign. Thus I wanna post what I have already done and take a break though I am positive to go on editing it soon. To this moment I advanced as far as Mission B2_08.
Also, I have to admit it's a very tiresome pastime, and lack of time and diligence didn't allow me to use the full power of CTL/BTB editing. Actually I am sure, that entirely new missions with anything a player may wish are possible to create. At least current knowledge of the scripts allows for it. But it requires damn long time and patience to complete 25 missions in that way. I think I used only about 20% potential of the CTL/BTB editors but I still enjoyed it a lot.
And I am sorry that I opened the DO community for myself a bit too late, when the general activity is kind of ceased.
So I am not even sure if someone except my brother will try what I prepared  :)

Now to the campaign.

So, poor greenskins have no allies but only enemies. To make their way through, they have to suffer from all possible races and kingdoms - be it humans, elves, dwarves or undead.
A few troop types are taken from other mods. Their war-style remained the same even though certain stats had to be slightly adjusted (mostly reduced) to keep them to the game balance. If someone plays it and finds it a bit too easy, feel free to inform me.
I didn't want it to be as tough as mission 1 of RotD :) . I am not sure about my own skill of playing, but as an author, I certainly have an advantage. So if due to any reasons I failed to pass a mission 2 times in a row, I reduced enemy amount/strength in it.
In order to check that all scripts work properly I had to pass each mission, and some of them - more than once.
Several missions were changed drastically, though a few missions that are interesting and hard by themselves suffered only minor changes.

To install the campaign simply copy-paste the contents of the archive into the Dark Omen directory.


Updated the campaign.
-Now it contains a few new missions, and intermediate finish is Hand of Nagash. I will work on the last part as time allows.
-Plyr_All.ARM was adjusted at a few points (including a few of Darkmancer's suggestions).
 It either requires campaign restart or use Wh32Edit to copy-paste armies into the latest save file (if you do so, don't forget to restore correct experience amount for troops, and carried artifacts)
-Bogenhafen onslaught is weakened. The amount of enemy units remained the same though, but the quantity is fewer, and the wizard isn't that cruel.
-Goblin Army wasn't increased so far, let's see what other missions will prove.

2nd Update
The latest changes:
-Starting amount of money is 30000. I wonder if it's enough, I didn't pass the campaign but rather 'tested' it mission by mission, adjusting values. Probably I should just have set 50000. After all, the campaign isn't about passing with minimal loss, but just about passing.  Undecided
-Bretonia part: the assumption is that player selects to help Elrod, and then selects to help Knarlroot. I wonder if it is possible to unite tha branches by editing game script, but this is only for future.
-The last 2 battles didn't have drastic changes. I think they are tough and interesting by themselves. If to overload them with changes, it won't do good. Though of course there ARE changes, and a certain thrill as well  Wink


Title: Re: Goblin Adventures, Part1
Post by: hari8 on March 27, 2012, 05:29:36 PM
I HATE YOU!!! raaaaaaagh...

Just played first mission once and I have to say: this campaign is a must-play - but if cuthalion designes more of these troll-campaigns, i will ignore him xD

and i still hate you!!

Shooting Mage is nice (well one bolt is sooooo powerful^^) and works properly, but i cant spell 3x Dispel/Brain Bursta anymore, only each one single :|

yeah, i still hate you. all my units died... at trading post... in singleplayer...
...well, now i know where they are coming from  >:(


Title: Re: Goblin Adventures, Part1
Post by: Darkmancer on March 27, 2012, 05:42:22 PM
Always good to get new members to the community if anything it pokes old members awake :)

Did you change anything in engrel?


Title: Re: Goblin Adventures, Part1
Post by: cuthalion on March 27, 2012, 06:19:25 PM
2Darkmancer:
Yes, the troop names as they are displayed on the battle field were adjusted. After I reached the limit of UNUSED names  I even had to substitute a few existing ones - those that don't take part in battles.

2Hari8
It's most inspiring to hear emotional reactions :)


Title: Re: Goblin Adventures, Part1
Post by: hari8 on March 27, 2012, 06:29:12 PM
^^ just won the second mission - only fighting horsemen, the rest passed^^

btw, alt-tab is working, it doesnt neither in regular DO nor in ur last campaign - what did u fix?^^

hm, goblins not fleeing against wights?! well, i'm ok with this...


Title: Re: Goblin Adventures, Part1
Post by: cuthalion on March 27, 2012, 06:42:25 PM
Well, I think it's more intriguing when ppl don't know what awaits them :) so if someone else decides to play, your reports might somewhat reduce the fun. Though mb I am wrong.


Title: Re: Goblin Adventures, Part1
Post by: hari8 on March 27, 2012, 06:48:36 PM
yes, but this occupies me, i cant stop writing^^ maybe you should put a warning into your first post^^


road to bogenhafen...

I
HATE
YOU!!!

garr. well u wont read anything from me the next 2-3 hours...


Title: Re: Goblin Adventures, Part1
Post by: olly on March 27, 2012, 09:18:11 PM
Great job Cuthalion, this latest campaign is amazing. Thanks again for all your persistence in advancing our understanding of the CTL scripts.

:)


Title: Re: Goblin Adventures, Part1
Post by: hari8 on March 28, 2012, 10:44:06 PM
Haha, it's not funny anymore...

...please, tell me how to defend Bogenhafen when at the beginning even mage and bolt throwerare fighting and still 2 HU regiments are charging me... making my crappy gobos flee and after that the rest of the "army"...

This is definetly harder (at least for me^^) than RotD where I did it to the last mission (but without a competitive army^^)


Title: Re: Goblin Adventures, Part1
Post by: cuthalion on March 29, 2012, 07:52:32 AM
Well, probably the campaign requires further balancing. I can only say that I passed Bogenhafen by overthrowing a few units right on start with point-blank fire and charge from the flanks, and then managed to survive further onslaught.
My aim was neither to make it too easy so that you could pass all 25 missions within 2 days, nor make any of the missions depend on pure luck even with best tactics. I wonder what other players will say, if anyone tries the Adventures.

By the way, do you have that supplementary unit of 'Helmgart Bowmen' alive after the Road?
It's essensial that you should have them through these 3 missions.


Title: Re: Goblin Adventures, Part1
Post by: hari8 on March 29, 2012, 10:12:01 AM
I dont think anybody died, are these archers? I have a regiment with 5 men and the merc kav icon, but i never have this one in the fight...

Well, probably the campaign requires further balancing. I can only say that I passed Bogenhafen by overthrowing a few units right on start with point-blank fire and charge from the flanks, and then managed to survive further onslaught.
My aim was neither to make it too easy so that you could pass all 25 missions within 2 days, nor make any of the missions depend on pure luck even with best tactics. I wonder what other players will say, if anyone tries the Adventures.

Yeah of course; basically this is ok :)
I tried to shoot Flagellants because they kill everything in close combat, but the map is to small, 3 of them make it all the time^^ but I got a new idea now, which I will test later today :)


Title: Re: Goblin Adventures, Part1
Post by: cuthalion on March 29, 2012, 10:49:17 AM
No they aren't archers. I just used the name for default campaign troops that appear on Bogenhafen and Helmgaart missions.

As for those 5 goblins, they are 'Countess Guard'. I don't deploy them in battles, but I was worried that removing them from the Army altogether might cause bugs so they are there. :p


Title: Re: Goblin Adventures, Part1
Post by: Ghabry on March 29, 2012, 07:08:01 PM
I will use the time around Easter to give your mod a first try. So expect my feedback in one week. :)


Title: Re: Goblin Adventures, Part1
Post by: cuthalion on March 29, 2012, 07:40:11 PM
Cool, by then I will have started Part2 I hope.


Title: Re: Goblin Adventures, Part1
Post by: olly on March 29, 2012, 10:04:18 PM
yep this is a tough but great alternate campaign -Thnx

:)



Title: Re: Goblin Adventures, Part1
Post by: hari8 on March 30, 2012, 11:11:41 AM
No they aren't archers. I just used the name for default campaign troops that appear on Bogenhafen and Helmgaart missions.

As for those 5 goblins, they are 'Countess Guard'. I don't deploy them in battles, but I was worried that removing them from the Army altogether might cause bugs so they are there. :p

They are essential but u didn't deployed them?!^^


Title: Re: Goblin Adventures, Part1
Post by: hari8 on March 30, 2012, 11:46:51 AM
Nah seriously, this is a bad joke.

Goblins are to bad to fight anyone.
Goblin Archers shoot one regiment if their are lucky before they are in combat.
Bolt Thrower shoots 5-10 times until someone attacks it.
7 Big'Uns are not enough for a 1vs1 fight, so they are half useless too.
And the other 3 units can't do anything against 6 human regiments attacking...


Title: Re: Goblin Adventures, Part1
Post by: cuthalion on March 30, 2012, 12:27:00 PM
I think I should place 2 'Plyr_All.ARM' files in future releases. The current file I should rename to 'tough', and make a 'normal' one with slightly increased troop numbers. Actually, the enemies will remain the same, thus, the exp amount and map difficulties remain the same but more own troops will make things somewhat easier.

I can agree that tough missions can really piss ppl off (the best video I've seen as of late was Ghabry's link to a guy playing SotHR at 3am, and trying Shattered Path http://www.youtube.com/watch?v=l4bo8J9gDfw#normal (http://www.youtube.com/watch?v=l4bo8J9gDfw#normal))
and it's not my intention.

By the way, Goblin Archers were the first unit that stroke Level 3 in my army. This is despite the fact that unlike the rest of the army, they never wore exp-boosting artifacts like Banner of Wrath or magical swords.


Title: Re: Goblin Adventures, Part1
Post by: Darkmancer on March 30, 2012, 07:16:22 PM
I have to concur with Hari8, Bogen is just to OTT.

To make it to the end without losing a regiment requires a ridiculous amount of good luck.

Upto Bogen it plays well though and the mods quite enjoyable.

I've resisted the temptation to look at stats, but heres a few suggestions to not make it any easier, but a little less randomly fustrating:

Could you give gobo's ignore terrain flag, they are quite large regiments and it makes them a bit numb to maneuver.

Increase Ld on gobos to make them a bit more likely to reform.

Black Orcs seem a bit flaky, do they have the immune to fear tag?

I suspect you dont want the Ogre mage in direct combat, but he seems a bit of a weed (embaressment to ogres actually), he could do with another wound/b,s/w,s point.


Title: Re: Goblin Adventures, Part1
Post by: cuthalion on March 31, 2012, 05:39:25 AM
Well, if the rest is OK but Bogenhafen is a pain, it's still better to soften Bogenhafen than to change the party as a whole. Unless there are other missions beyond Bogenhafen that are disbalanced as well.

Yes goblins tend to wave the white flag once they retreat. I wouldn't change their default stats unless I rename them to something, but probably more leadership won't harm a lot.
Black Orcs aren't immune to fear. They are improved Big'Uns or something. There were a couple of missions as I tried them when they tanked up to 3 units but then had to flee and earned only a little, while night goblins stroke from behind and got 50% of overall exp :) But the party definitely needs a good tank at start.

I wouldn't mind Ogre in the close combat, but there appeaers a problem once he gets nasty spells, and this happens pretty soon with the exp-gaining speed in the campaign.

Once he has Fists or Da Krunch, he just rushes to the front, endures archery/melee enough long until he alone destroys whole regiments. Add there increased speed (in comparison with ordinary mages) and it will seem a complete overpwoered unit.
Even now he has more wounds and is way stronger and more durable in close combat than ordinary mages are.
My opinion is he's enough to fence in holes in the front if something goes amiss. But this probably requires improved goblins :)

On the other hand I can't call myself an expert in DO strategy and balance as I never played online, only the campaign, and it was years ago (if not to count last month), so I reply to your opinion but don't insist on my point :)


I started implementing a few ideas for 3rd quarter of the campaign yester eve, today evening I will try to post an updated version of the Adventures that will include adjustments in Plyr_All.ARM (will require a restart of a campaign or  an according edit of the last savegame,I will post notes)


Title: Re: Goblin Adventures, Part1
Post by: hari8 on March 31, 2012, 11:55:14 AM
I have to concur with Hari8, Bogen is just to OTT.

To make it to the end without losing a regiment requires a ridiculous amount of good luck.

Yay someone really skilled has the same opinion as I have :)


Title: Re: Goblin Adventures, Part1
Post by: cuthalion on March 31, 2012, 07:18:33 PM
http://dl.dropbox.com/u/65675337/Goblin%20Adventures.zip (http://dl.dropbox.com/u/65675337/Goblin%20Adventures.zip)

Updated the campaign.
-Now it contains a few new missions, and intermediate finish is Hand of Nagash. I will work on the last part as time allows.
-Plyr_All.ARM was adjusted at a few points (including a few of Darkmancer's suggestions).
 It either requires campaign restart or use Wh32Edit to copy-paste armies into the latest save file (if you do so, don't forget to restore correct experience amount for troops, and carried artifacts)
-Bogenhafen onslaught is weakened. The amount of enemy units remained the same though, but the quantity is fewer, and the wizard isn't that cruel.
-Goblin Army wasn't increased so far, let's see what other missions will prove.

2Moderators: Could you place this information to the 1st topic post, and remove the old link? Thank you.


Title: Re: Goblin Adventures
Post by: cuthalion on March 31, 2012, 07:46:40 PM
The link in the header post is incorrect now. I named the file in a different way. The link from my last post is correct.


Title: Re: Goblin Adventures, Part1
Post by: Ghabry on April 01, 2012, 12:27:05 AM
Should be correct now. (update list can be found at the end of the post)


Title: Re: Goblin Adventures, Part1
Post by: kilowic on April 01, 2012, 07:33:55 PM
Very enjoyable campaign :) thx for your work!


Title: Re: Goblin Adventures, Part1
Post by: olly on April 01, 2012, 07:39:29 PM
Yep, his work is definitely worthy of promotion to Campaign Creator Status!

On behalf of all the Dark Omen Community we thank you Cuthalion.

:)


Title: Re: Goblin Adventures, Part1
Post by: cuthalion on April 01, 2012, 07:49:45 PM
Thank you, most important thing for me is that people enjoy it.

I've just updated the Campaign (the link in the 1st post is still valid)

I increased Greenskin army amount by 1-4 orcgoblins per unit, I hope it won't be annoying now (main bonus is 2 spiders->3spiders) but I kept file Plyr_Hard.ARM - the army I use myself as I test the missions. Again, this change will affect only new campaigns. Update of a saved game requires work with wh32edit.

Forgot to mention, the campaign had a huge disbalance in money, there were practically no money to recover troops.
At a few missions amount of gold spent on reinforcements reached 7K.
I now set 25k at start, and supply enemy units with occasional treasure chests. Wonder if that will suffice.


Title: Re: Goblin Adventures, Part1
Post by: kilowic on April 01, 2012, 08:18:48 PM
I just want to say that in "Brigands attack" mission of your campaing enemy artillery was undefeated in melee fight. 3 times in a row i had to retreet and shot them with magic or bows. Whats more afther my retreeting enemy artillery was still "in melee fight" status with red arrow


Title: Re: Goblin Adventures, Part1
Post by: cuthalion on April 02, 2012, 05:44:46 AM
Thank you for report. The bug is known and I thought I had fixed it throughout the campaign. Will look into B104 once again.


Title: Re: Goblin Adventures, Part1
Post by: kilowic on April 03, 2012, 12:39:03 PM
Bogenhafen isn't even funny for me :D super hard and need luck not skill


Title: Re: Goblin Adventures, Part1
Post by: cuthalion on April 03, 2012, 12:47:15 PM
Did you start a new campaign after my last update a couple of days ago or did you copy armies from Plyr_All.ARM into your savegame and files B1_05 into 1pbat folder?

We agreed that Bogenhafen v1.0 had been too tough to be fun and I updated some stuff.


Title: Re: Goblin Adventures, Part1
Post by: kilowic on April 03, 2012, 01:30:04 PM
I installed it 2 days ago so I think I have the lastest modification :) am I right ? I'll just try again...


Title: Re: Goblin Adventures, Part1
Post by: cuthalion on April 03, 2012, 01:37:49 PM
The last update was the 1st of April. And there I increased the goblin army by 1-4 soldiers per unit. If you started the campaign before that, you would have to restart it or copy-paste armies from Plyr_all.arm to your savegame and edit the earned exp amount.
I hope that army increase should help.


Title: Re: Goblin Adventures, Part1
Post by: kilowic on April 03, 2012, 01:50:05 PM
fllagellants is the problem I think :) one unit less and it would be cool


Title: Re: Goblin Adventures, Part1
Post by: kilowic on April 03, 2012, 01:55:10 PM
Who made it without loosing a unit ? I cleared it once but lost bolt thrower :/ thats insane


Title: Re: Goblin Adventures, Part1
Post by: cuthalion on April 03, 2012, 01:59:17 PM
Well I cleared it w/o losing anything on 2nd attempt.

The tactics was:
I concentrated all units in the left-top, and met first 2 enemies with storm of arrows/magic, and flanked them with spiders,
they retreated within 10-15 seconds
meanwhile goblins and orc big'uns kept 2 incoming greatsword units at bay. After the left-top enemy was overthrown, it was just OK to make enemies flee before next ones appeared.
The force was barely enough but still was enough to the end.

Yep flagellants are bitches. When I was a kid and played DO I thought "what a crappy unit - 9/9 and no armor, die like flies."
Until they rocked 5 trolls in a row while GreatSwords and Schepke spam died :)

OK I will remove them from Bogenhafen - at least those that come early.


Title: Re: Goblin Adventures, Part1
Post by: kilowic on April 03, 2012, 02:10:35 PM
Ok I did it :) my tactic was to kill cav first and get the left infantry from the back with spiders. Flagellants very focused with arrows and then i made my positions to defend second wave :)

Well dont take me so seriously with removing anything :) thats hard mission, thats all. I was just angry :)



HELMGART. Ok I think I'll just have a break :D THAT'S INSANE. Man i want to see how you play on tournament. I'm scared of you.


Title: Re: Goblin Adventures, Part1
Post by: cuthalion on April 03, 2012, 03:50:21 PM
Man Im not sure I will make a good tournament player. Never tried thus far.

Playing own campaign is like playing chess to yourself, it shows nothing. I put enemy forces where I already have a plan how to deal with them, and I deal - but even then 1st attempt isn't always successful.

For other players it takes more attempts before they learn enemy whereabouts, make out a correct deployment and a corrent actions plan.
In Helmgart, like in a few other missions, I couldn't deploy the Artillery as it had 0.0 chance to survive.


Title: Re: Goblin Adventures, Part1
Post by: cuthalion on April 04, 2012, 03:18:45 PM
I uploaded the version 'Goblin Adventures' 1.0

It makes up the full campaign till the last battle near the pyramids.
Could an administrator rename the whole topic (basically remove "Part1" from it) and delete all the lyrics about "part 2 will be worked on as soon as possible etc" from the first post?

The latest changes:
-Starting amount of money is 30000. I wonder if it's enough, I didn't pass the campaign but rather 'tested' it mission by mission, adjusting values. Probably I should just have set 50000. After all, the campaign isn't about passing with minimal loss, but just about passing.  :-\
-Bretonia part: the assumption is that player selects to help Elrod, and then selects to help Knarlroot. I wonder if it is possible to unite tha branches by editing game script, but this is only for future.
-The last 2 battles didn't have drastic changes. I think they are tough and interesting by themselves. If to overload them with changes, it won't do good. Though of course there ARE changes, and a certain thrill as well  ;)


Title: Re: Goblin Adventures, Part1
Post by: Ghabry on April 04, 2012, 07:16:02 PM
-Bretonia part: the assumption is that player selects to help Elrod, and then selects to help Knarlroot. I wonder if it is possible to unite tha branches by editing game script, but this is only for future.
This is a small change I should be able to do with a hex editor. Can you provide me two savegame that are before each of this conversations?


Title: Re: Goblin Adventures
Post by: cuthalion on April 04, 2012, 08:02:23 PM
Here you are.
[attachment=1]

Though I doubt I will force myself into script-editing in nearest future :p but probably for future it will be useful.


Title: Re: Goblin Adventures
Post by: Ghabry on April 04, 2012, 09:36:59 PM
Try this one EngRel (http://www.sendspace.com/file/wp6izk). Will walk to Loren and Help the Treemen without asking you :).
Dunno if this has any side effects but should not have ;)

I basicly replaced WHMTG_StopSFX (command used before displaying the decision dialog) with WH_GOTO and jump with it into the WH_IF-branch (goto does not check if you do stupid jumps btw ;)). And then I replaced the WH_ELSE (otherwise you get Else-without-if-error) with WH_END to leave the conversation because the branch is the last action in the conversation anyway.

Trivia: Thats the first actual use of WH_GOTO. The real script only uses WH_GOTO once but I would say this part of WHMTG is never referenced (= unused script part).


Title: Re: Goblin Adventures
Post by: olly on April 05, 2012, 12:15:43 AM
Fantastic! Another historical moment in Dark Omen modding, wielding the power of WHMTG scripts.


:)


Title: Re: Goblin Adventures
Post by: cuthalion on April 05, 2012, 10:24:47 AM
Yes, feel the power.  :)  It seems to work, though what I was speaking about is jumping to B4_02, B4_03 branch after helping the treeman. I hope that will also  be doable. In that case, campaign length may be increased by a  few missions, including 2 alternative missions for B5 :)
Anyway it is a bit off topic now in the Goblin Adventures thread.


Title: Re: Goblin Adventures
Post by: Ghabry on April 05, 2012, 11:24:59 AM
What about B4_08? (That's the mission played when you don't help the treemen). Shall this also be merged behind the Treemen mission (B4_06)?
And then jump to Loren lake (B4_02)? (In that case I have to disable one of the units btw because when the cavalry joins you will have 16 units in your roster).

Any other wishes for a different campaign flow?


Title: Re: Goblin Adventures
Post by: cuthalion on April 05, 2012, 11:33:37 AM
Well, to disable a unit of Knights isn't a problem.
As for the campaign, I was more speaking of the possibility to do such things in future campaigns rather than changing the current one. So if you confirm it's possible then let's wait till I (or whoever will need it) build another campaign or addon to the Adventures that includes those alternative missions.
For example, if you enable that change right now, the Goblins will have to fight same Goblins in B4_03, I wouldn't want it :)

Im also interested in activating/deactivating units, for example, I would rather reactivate Helmgart Bowmen at the moment they leave the army and keep them until the end of the campaign, while I would disable on of the later units like Pistoliers or Elves/Knights.


Title: Re: Goblin Adventures
Post by: hari8 on April 07, 2012, 10:51:07 AM
Fantastic! Another historical moment in Dark Omen modding, wielding the power of WHMTG scripts.

Great job guys :)

Grr, I have to replay Trading Post again ^.^


Title: Re: Goblin Adventures
Post by: cuthalion on April 07, 2012, 11:34:57 AM

Grr, I have to replay Trading Post again ^.^

If you post your latest savegame, I can update it with recent army changes.


Title: Re: Goblin Adventures
Post by: hari8 on April 07, 2012, 12:05:30 PM
Well, i have a bigger problem now - DO (even regular one) wants a reinstall...

Can you pls send me a d3drm.dll?


Title: Re: Goblin Adventures
Post by: kilowic on April 07, 2012, 12:12:29 PM
hari8 did you complete Helmgart ? I can't do it - I'm only getting very very angry :/


Title: Re: Goblin Adventures
Post by: hari8 on April 07, 2012, 12:16:33 PM
As I said, I had no time to play since Monday, so I only made it to Bogenhafen v1.0.

And now DO isn't working :(

It wants d3drm.dll, but when I put in to EngRel it says sth like an error occured during the installation, pls reinstall.


Title: Re: Goblin Adventures
Post by: olly on April 07, 2012, 01:03:11 PM
So you've downloaded d3drm.dll

http://en.dark-omen.org/downloads/view-details/5.-miscellaneous/d3drm.dll.html (http://en.dark-omen.org/downloads/view-details/5.-miscellaneous/d3drm.dll.html)
 
and then try reapplying the Intro Crash fix  (just incase)

http://en.dark-omen.org/dark-omen-and-windows-xp.html (http://en.dark-omen.org/dark-omen-and-windows-xp.html)

and if it still doesn't work, then rename your Dark Omen folder and reinstall full version and reapply Intro Crashfix and d3drm.dll before launching game and then u can replace folders from your old Dark Omen folder, such as your Game saves and Map 1pbat folders to save time.

Let us know how u get on, so you can hopefully continue Cuthalion's new alternate Campaign.

:)


Title: Re: Goblin Adventures
Post by: hari8 on April 07, 2012, 01:40:25 PM
and if it still doesn't work, then rename your Dark Omen folder and reinstall full version and reapply Intro Crashfix and d3drm.dll before launching game and then u can replace folders from your old Dark Omen folder, such as your Game saves and Map 1pbat folders to save time.

I made the first two steps, but I didnt helped. Then I named one of my three DO folders "Dark Omen" and now every EngRel starts regular game... ???

If I change the name again, I have "an error occured during the installation, pls reinstall" again...
And when I try Auto-Run from CD when no folder is called "Dark Omen", it still tries to run DO instead of installing it...


Title: Re: Goblin Adventures
Post by: olly on April 07, 2012, 02:13:31 PM
To reinstall Dark Omen from CD you have to browse/open the contents of the CD and double click on setup.exe, instead of using Autorun when you insert the CD.

:)



Title: Re: Goblin Adventures
Post by: cuthalion on April 07, 2012, 04:30:13 PM
hari8 did you complete Helmgart ? I can't do it - I'm only getting very very angry :/

I've just got to know you are playing 'hard difficulty' - army that was in my first campaign post.
At release 1.0 (or even before that) I increased own troops quantity so that it would be less annoying.
(hard difficulty army can still be found in \gamedata\parm1\plyr_hard.arm. Rename it into plyr_all.arm before campaign starts)

If complains about missions impassibility are in normal difficulty, it's a reason for adjustments. If in hard - well...  ;)
I can only say that no mission out of 25 is impossible.


Title: Re: Goblin Adventures
Post by: kilowic on April 07, 2012, 06:04:29 PM
Yeah well I'm playing with "hard" version where I got 2 spiders ... It's very very hard and the worst thing is that luck is key to victory there. I'd like to play online battle :D I miss them so much becouse of your campaign :D


Title: Re: Goblin Adventures
Post by: hari8 on April 07, 2012, 07:14:19 PM
Ok, ty to olly I can try now :) sry for Off-Topic^^


Title: Re: Goblin Adventures
Post by: olly on April 07, 2012, 07:56:55 PM
i would take a copy of your original working Dark Omen folder and rename it to Dark OmenOriginal and then reinstall Cuthalion's mod into your working Dark Omen folder (now u have a backup copy). Simply rename folders back to Dark Omen depending on the version u wish to play.

(http://img406.imageshack.us/img406/6318/allversions.jpg) (http://imageshack.us/photo/my-images/406/allversions.jpg/)

:)


Title: Re: Goblin Adventures
Post by: hari8 on April 07, 2012, 09:19:26 PM
Road to Bogenhafen: AI shot one Bigsword Regiment themself :)
Bogenhafen: Still crazy shit, but fine now :)

Helmgart:
1) Dafuq? What is this deployment zone??! ... well let's see what cruel thing he made this time...
... ***** YOU! :D
2) So, let's try another deployment... k, 8 Flagellants beat 15 Dark Orcs k and 9 Big'Uns k...
... well lets get the mortar... THIS FREAKING LUTHER BURNING EVERYTHING MOVING! not funny...
3) ok until now... hi luther! 2 Spiders and 5 Dark Orcs against him...
*MORTAR HIT*
Luther: 'omg, who tickled me?!' Spider leader: 'Get the ***** out of here' Dark Orcs: haha, which Dark Orcs??
-.-

maybe I have more luck now :)


Title: Re: Goblin Adventures
Post by: hari8 on April 07, 2012, 09:21:01 PM
hari8 did you complete Helmgart ? I can't do it - I'm only getting very very angry :/

Let's see...

...well cuthalion, u know where they are coming from, but we do after 2-5 battles too, so u have better strategies then we have (multiplayer come on!) or more luck ;)


4) Haha, always play 'til everybody is dead - mortar is a good amusement:
2 Black Orcs (Lvl2, Grudgebringer) defeated Luther abd after that 9 archers, 8 Horsemen and 5 foot soldiers :D


*white flag* too hard/too many Flagellants/too hard mage...


Title: Re: Goblin Adventures
Post by: cuthalion on April 08, 2012, 06:58:56 AM
8 Flags shouldn't be fought in melee before they are shot by what was left of goblin archers (it's a must to keep them) and Ogre magic. I had Gaze of Mork (or how it is called) which helped a lot, and overall the Ogre was the champion in that mission.
By the way, I think if try to deploy all troops the lower the better, 8 Flags won't come at once. At least they didn't when I played.
I sent you my exact tactics as a personal message btw.
Anyway, I agree that Helmgart should be adjusted as well as Bogenhafen was. Luckily enemy armies adjustments don't require restart of the game.

P.S I hope you don't play on hard difficulty? Like Kilowic did. IF you do let me adjust your savegame files.


Title: Re: Goblin Adventures
Post by: cuthalion on April 08, 2012, 07:18:17 AM
Reduced enemy strength in Helmgart: weaker mage, less bowmen, less several of the other troops. The download link is updated.


Title: Re: Goblin Adventures
Post by: kilowic on April 08, 2012, 07:43:36 AM
I tried new version. It's a little bit better and i got new tactic :) ill stay on hard mode :D


Title: Re: Goblin Adventures
Post by: hari8 on April 08, 2012, 11:31:35 AM
No, i play normal^^

I will try your placement first :) nah, don't helps, Flags spawned at all tries...

But luckily there is another possibility to pass this battle :) Just wiz, route him, route him and route him :)
I placed him near the stone in the corner and because of that, Halbadiers, Horsemen and Flags didn't spawn at first^^ I circeled the stone and after that, I ran direction hill, then they came.^^



Title: Re: Goblin Adventures
Post by: kilowic on April 08, 2012, 06:47:03 PM
I did it ... i lost archers but i did it (they died in accident when were running with the white flag and got accidentally shot by mortal :/) i wanted to see the next mission and now I really surrender :) mega difficulty is not more fun for me - not worth my anger :D

LUCK IS THE KEY. My black orcs destroyed one regiment of halberds instantly and I killed the wizard with crossbow shot of my hero (THAT'S LUCK)


Title: Re: Goblin Adventures
Post by: hari8 on April 08, 2012, 06:48:46 PM
:D

Okay, made it to the Blighted towers.

Imperium: ***** fleeing goblins are annoying...
Great Forest: Huh, only one additional regiment? -.- but funny fights :)
*dont know how it's called*/steam tank mission: nice massacre, but annoying - I needed ~8 tries because of some regiment fail -.-

:)


Title: Re: Goblin Adventures
Post by: cuthalion on April 08, 2012, 06:58:32 PM

Great Forest: Huh, only one additional regiment? -.- but funny fights :)


Well, Black Orcs is the fifth regiment from the beginning. They actually take place of Greatswords that appear before Great Forest fights. So yes, here you get only +1 regiment. But the Black Orcs were required for 1st quarter to be more dynamic and interesting.

Ghabry is close to discovering philosophers' campaign stone, I am going to ask him for a few things for my dwarves campaign, but I don't want to touch what I consider kind of finished :)


Title: Re: Goblin Adventures
Post by: Ghabry on April 09, 2012, 02:14:25 AM
Just played trading post (of course with the hard difficulty army). I nearly did it on my 3rd attempt but then my leader got killed by an elf archer arrow :(.


Title: Re: Goblin Adventures
Post by: cuthalion on April 09, 2012, 06:10:04 AM
Elf archers are nasty provided that the army lacks Cavalry in the 1st part of the campaign.


Title: Re: Goblin Adventures
Post by: cuthalion on April 13, 2012, 12:13:22 PM
While testing Helmgart Mission, was surprised that enemy Artillery is still buggy there.
Here is an updated CTL file, just put it into ./gamedata/1pbat/B1_07/

[attachment=1]

The link in the first topic post is also updated.


Title: Re: Goblin Adventures
Post by: hari8 on April 14, 2012, 01:46:02 PM
Alright, finished regular campaign :) Black Pyramids even in the first try!! :)

Gold is ok, I had 30k at beginning, but sometimes 36k, sometimes 25k :)


Title: Re: Goblin Adventures
Post by: cuthalion on April 14, 2012, 02:05:21 PM
Nice, grats :)
Well, Black Pyramid shouldn't be that hard. But if you consider it too easy, I can always enhance it a bit.

Also, your feedback is welcome :) do you consider any missions boring or too easy except the last one? And which you liked most?
I played it on hard difficulty though, so I am not sure about money and such. Probably hard difficulty requires more money to reinforce even though units are fewer :)


Title: Re: Goblin Adventures
Post by: hari8 on April 14, 2012, 03:00:48 PM
Well, it was pretty close, 5 regiments died ;) Black Orcs, Spiders, Bolt Thrower, ...

Hm, 1st Loren Mission is a bit annoying because harder part is in the end - if you fail 10 times you have to pass 11 times the chariots... last one in the snow with hand of Nagash is funny because Nagash destroy many enemies :D
Loren clearing (?) is unplayable, Loren Lake is pretty cool; apart from annoying shoot-teleport-wizards^^

...what else do I remember... Mousillion is cool, GS vs. UD isn't that bad with a lot of magic :D

I think this campaign is a must play after the regular to prepare for Multiplayer because even regular version is harder than origin campaign (my record is 41k gc after Mousillion^^)



Title: Re: Goblin Adventures
Post by: cuthalion on August 02, 2015, 01:18:30 PM
https://www.dropbox.com/s/o0mqov4aj8s2xnq/Goblin%20Adventures.zip?dl=0 (https://www.dropbox.com/s/o0mqov4aj8s2xnq/Goblin%20Adventures.zip?dl=0)

Archive files are to be placed inside /Dark Omen/Mods/ folder.

Latest version of Goblin Adventures.
A few things are updated.
1. Units (both friendly and enemy) became more aligned with Warhammer books.
2. A few troop adjustments. One of them - Goblin Wolfriders have joined goblin army from the very beginning. Prior to this, army lacked cavalry or other fast units at first part of campaign.
3. Inter-battle  cut scenes have now ogre/orc heads.
4. Overall difficulty was somewhat reduced. Most annoying missions became a bit easier to pass.

P.S. Could someone add download link to the first post in this topic?


Title: Re: Goblin Adventures
Post by: olly on August 02, 2015, 06:29:55 PM
Fantastic many thanks!

:)

p.s I changed the link in 1st post