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THUNDER ON THE TUNDRA!

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  • THUNDER ON THE TUNDRA!



    BETTER WRAP UP WARM!
    At last, after what seems like an eternity, I am ready to playtest my latest creation, the next chapter in the Bitterfrost
    series of scenarios...! This time round the action will be set back on the island that started it all, with the same goal.

    You land at this huge frozen island, that has recently appeared. It is loaded with minerals, pirates, and other things...
    Create a colony, which shall grow into a nation, perhaps an empire! You won't be the only person on the island trying to
    make a name for himself. There's other kingdoms, as well as a steady stream of pirates and looters. And far worse natives.
    Ah! And no undead in this sceanrio...(well maybe) The earlier storylines can be seen as sagas, legends, mythical tales.

    CHOOSE YOUR SIDE!
    All the factions are back! You can choose to play as one of the powers of the Aphorik world:

    *Khaarov Commonwealth:
    The humans. With the advantage of a spy network (Great Library) and a mainland city.

    *Vorak Dynasty:
    The cat people. They have better traders (Frieght) than everyone else.

    *Kaneg Empire:
    The birdmen. Can outproduce everyone else, and have killer weapons later. They have a mainland city too.

    *Skeer Brotherhood:
    The crusaders. The can make lots of cash if they can spread their theology to the other factions.

    *Stavark Syndicate:
    The sneaks. Their Rune Witch (Spy) gives them a real edge in espionage. Also have good assassins.

    *Zatarn Homelands:
    The warriors. Start off with the very useful Hemdaal's Hammer (Great Wall). Hardcore fighters too.

    *Dark Order:
    You may recall a certain bunch of purple dudes. Well, you might meet them again at some point.

    WHERE THE SCENARIO IS AT...
    Bascially, everything is ready for playtesting. I had to scale the barbarian activity back, as it was too brutal. But you
    may ask for it to be more brutal. It is finding the balance to allow the civs to get up and running, then unleasing hell.
    Also, I plan to make a batch file that will allow different people GFX, so if your race has the wrong look, don't worry!

    The cities for various tribes are not the final ones, so that will be changed too. I plan to add a few more events to
    allow extra engineers, or make them buildable, but very expensive. Take a shot, and let me know how you get on.
    I'm really interested in unit balance (which is almost right, perhaps) and if the barb presence is too litte or too much.
    And things like the CIVpedia art or readme will be forthcoming. Most improvements and units are self-explanatory.

    I can post the development documents if anyone is stuck or wants to see them!

    Last edited by curtsibling; October 13, 2009, 10:57.
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    http://totalfear.blogspot.com/

  • #2
    SCREENIES!

    Lenov and his Khaarov troops versus Hozana and his Skeer Krusaders.


    The Kaneg and Zatarn fleets face off...


    Volfun faces the Ancient menace! Led by an old enemy...


    Hemdaal leads his Zerkirs in a bold raid...


    THE GOODS! UPDATED! (26/1/2009)




    Feel free to comment here, or let me know about any bugs that will (no doubt) appear!

    Last edited by curtsibling; November 26, 2009, 06:13.
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    • #3
      And many thanks to Fairline and Catfish, without whom there would be no Bitterfrost...
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      • #4
        Very exciting Can't wait to play.

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        • #5
          NIIIIIIIIIIIIIIIIIIIIIIIIIIIICEEEEEEEEEEEEEEEEEE!! !!!!!!!!!!!!!!!!
          "The wise win before they fight, while the ignorant fight to win" - Zhuge Liang "Use the ordinary forces to engage battle, the extraordinary to win" - Sun Tzu

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          • #6
            I'll be setting up changeable events to stop the civs killing each other on turn 5!

            Some cultures like the Kaneg and Stavark are traditional allies, so I want to reflect that.

            Although, this is a colonial scenario, so backstabbing can happen...
            In which case I would just make the defence units have twice the hit points....

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            • #7
              Well Ciaran, you just made my day!
              Tecumseh's Village, Home of Fine Civilization Scenarios

              www.tecumseh.150m.com

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              • #8
                Thanks, guys! The bug hunt has begun - Just fixed a few there!

                So please ignore BF5_Thunder1b, and DL/install BF5_Thunder1c...
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                • #9
                  Looks just awesome, Ciaran!
                  "Peace cannot be kept by force.
                  It can only be achieved by understanding"

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                  • #10
                    Yeah, my beloved Skeer are back

                    And do mine eyes betray me ? Isn't it Goldfist the Greedy ?

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                    • #11
                      Indeed! Some old faces have returned -
                      Goldfist seems to have had a long family line...

                      None of the old characters are the same ones...
                      Except maybe in one or two particular cases!
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                      • #12
                        UPDATED! Some recent fixes/tweaks...

                        *Created batch file for events and people file switching.
                        *Fixed diplomacy states for various civs.
                        *Removed annoying barb event text pop-ups.
                        *Added more sounds, a new zip was made.
                        *Engineers will now be buildable.
                        *Fixed non-spawning engineer event.
                        *Tweaked Game.txt messages.

                        Over-write "BF5_Thunder1c" with "BF5_Thunder1d" - And run the batch!




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                        • #13
                          Oh, and don't forget! Create an 'Events' folder in the Bitterfrost directory, and copy
                          the "Khaarov_Events" type files in there. Just leave the normal "Events" where it is.

                          The batch won't switch them otherwise...
                          GFX files are all stored in the Bitterfrost directory...

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                          • #14
                            Made some large updates!

                            *Added 'Looter' unit instead of Sentinel.
                            *Ancient One unit scaled back. Now only found in defence of various cities. (it might come out and fight though!)
                            *Changed the amount of barbs at the start.
                            *Edited Game and Label content.
                            *Tweaked and added full sounds.

                            Check the 2nd post on this thread to get the new zips.

                            A new game will habe to be started to make these changes work.

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                            • #15
                              Just noticed that no-one except the Vorak can build their merchant unit,
                              which is not correct, anyone should be able to build it, with the right tech.



                              New rules attached!

                              Attached Files
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