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Introduce more variance between difficulties #3

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26 changes: 14 additions & 12 deletions scenarios/01_Elensefar.cfg
Original file line number Diff line number Diff line change
Expand Up @@ -16,12 +16,13 @@
[story]
{DOE_PROLOGUE_STORY_OF_SOTA}
[/story]
# you:
[side]
controller="human"
fog=yes
{GOLD4 300 300 250 150}
{GOLD4 350 300 250 150}
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hidden=no
income=4
{INCOME4 7 6 5 4}
no_leader=no
share_vision="none"
shroud=no
Expand All @@ -46,13 +47,14 @@
support_villages=yes
[/ai]
[/side]
# enemies:
[side]
controller="ai"
fog=no
facing=nw
{GOLD4 150 200 200 250}
{GOLD4 100 150 200 250}
hidden=no
{INCOME4 40 50 50 60}
{INCOME4 30 40 50 60}
no_leader=no
share_vision="none"
shroud=no
Expand All @@ -64,7 +66,7 @@
type="Ancient Lich"
recruit="Walking Corpse, Dark Adept, DoE_Ghost, Ghoul"
# This side also has a recall list, see the RAS_HAS_RECALLS lines later
# Killing a lighthouse was intended to be possible, but it splits the enmy forces too much. It might be an interesting way to add a turn-limit, by having a couple of dedicated attackers start with the lighthouses.
# Killing a lighthouse was intended to be possible, but it splits the enemy forces too much. It might be an interesting way to add a turn-limit, by having a couple of dedicated attackers start with the lighthouses.
[ai]
[avoid]
[and]
Expand Down Expand Up @@ -114,7 +116,7 @@

# Hard difficulty allows this side to recruit blood bats, so the gold and income are much higher to match the more expensive units and upkeep.
[event]
{QUANTITY4 name (unused_event) (unused_event) (turn 13) (turn 13)}
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{QUANTITY4 name (unused_event) (unused_event) (turn 12) (turn 13)}
[message]
type="DoE Lighthouse"
message=_ "I just saw a flock of bats arriving on the north side of the river."
Expand All @@ -126,12 +128,12 @@
[/modify_side]
[gold]
side=3
{QUANTITY4 amount 0 0 63 84}
{QUANTITY4 amount 0 1 63 84}
[/gold]
[/event]

[event]
{QUANTITY4 name (turn 13) (turn 19) (turn 25) (turn 25)}
{QUANTITY4 name (turn 13) (turn 19) (turn 24) (turn 25)}
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[modify_side]
side=2
income=25
Expand Down Expand Up @@ -270,12 +272,12 @@
[/for]
#enddef
{RAS_HAS_RECALLS 5 "Dark Sorcerer"}
{RAS_HAS_RECALLS {ON_DIFFICULTY4 1 2 4 4} Spectre}
{RAS_HAS_RECALLS {ON_DIFFICULTY4 1 2 3 4} Spectre}
{RAS_HAS_RECALLS 5 DoE_Shadow}
{RAS_HAS_RECALLS {ON_DIFFICULTY4 1 1 3 4} DoE_Nightgaunt}
{RAS_HAS_RECALLS {ON_DIFFICULTY4 1 2 3 4} DoE_Nightgaunt}
{RAS_HAS_RECALLS 5 Necrophage}
{RAS_HAS_RECALLS {ON_DIFFICULTY4 1 1 3 4} Ghast}
{RAS_HAS_RECALLS {ON_DIFFICULTY4 2 2 4 5} Lich}
{RAS_HAS_RECALLS {ON_DIFFICULTY4 1 1 2 3} Ghast}
{RAS_HAS_RECALLS {ON_DIFFICULTY4 1 2 4 5} Lich}
{RAS_HAS_RECALLS {ON_DIFFICULTY4 0 0 1 1} "Ancient Lich"}
#undefine RAS_HAS_RECALLS

Expand Down