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Battle For Wesnoth Wild Frontier

author
Elaine Sutton
• Monday, 04 January, 2021
• 20 min read

Settle a new town north of the Great River. A city-building Went campaign, requiring you to balance the building of new villages against the need to defend them. This campaign is more focused on gold management, strategic construction, and city defenses.

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(Source: open.spotify.com)

Contents

Finally, if anyone is actually interested in making a fork of CTF to add more features, I'm supportive and will give pointers about the code if you need them. Updates messy change log: * changed the farm width * Added a drake and dwarves summer calamity.

* Gave the loyalists, undead, drakes, dwarves a bit more gold. * You can recruit Sergeants by building a second blacksmith forge * finally units that obtain AMLA become loyal.

* A singular Windmill structure as a rendezvous for the king's troops and for trading. * On the second turn of each season a caravan will spawn, and you'll have to move it to the edge of the map.

* Right-clicking on a Lighthouse will allow calling for the King's troops at the cost of 100 gold. (They can't recruit) * Rich calamity will raise units in the vicinity of your players.

* killing orcs' leader that can recruit releases a hostage. * I enabled a bunch of extra defines to be used for things in the future, but for now this will allow leveling up to ancient rich.

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* Buildings that are redundant won't appear in the peasant workers' menu. The damage type is decided once an enemy steps on it, not during the initial casting.

* I reduced the number of turns for the casting from 2 to 1, making it the same as road paving. * Fixed the insane number spawns for certain groups in consecutive years.

* Except for the Gryphon and yetis, I pushed back spawning of other groups or raids when a calamity begins. * Fixed Stand down bugs for caravans and mages who are casting runes on castle tiles as they are taken down.

* The saurian keep is now unusable and will be destroyed if you step on it like the other enemy keeps. * Added some new units, ogres to the wild animals, elvish lord to the elves and a bunch of units to the orcs from the orcs goblins and trolls family.

* troll shaman will drain the mud swamp if he attacks with fire while standing on it. * Fixed casting protection runes over a bridge * Fixed relics remove image * Reordered the peasant workers build menu, the paved road is the first option, and it's without the extra question.

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If there's an enemy near them, they would attack them * Reduced push back periods for outlaws and raids when a calamity starts. * For the hell of it, peasant workers can pile up dirt to make hills.

* I increased the gold goal from 2000 to 20000 × I added a note about pressing shift during AI turns to speed up their movements and attacks. Very helpful would I have a ton of king troops roaming about my map.

* In the winter a few mud swamps might turn into ice, which means in the spring they will turn into deep water and regular water in the season after that. * fixed the gold income issue with the latest upload.

* Enforce a quota on how many elf groups attack in a single season. On normal, it's twice, add 1 for Hard difficulty and subtract 1 for Easy.

It was just giving me hard time seeing some the units beneath the halo and would forget about them. * I messed a bit with the enemy spawning periods, let me know if I've made things worse or a lot harder.

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(Source: www.wildfrontier-ecology.co.uk)

* Elves won't raid in the winter, they'll hold it off till the spring. * Changed the cost and turns of most buildings and projects, some increased and others decreased.

* reduced the number of spawns for the necromancers, dwarves, drakes, loyalists and Irish calamity. * set a hard cap on how many extra elves are spawned to 30. At one point I had over 120 elves spawn, it wasn't that it was difficult to deal with, but rather it got boring and tedious to wait for their side to finish their turn.

* limited the types of hostage units released to level 1 elves, dwarves (without berserker) and outlaws only * When the king's troops are blocking your way because of the windmill, right-click on the windmill and select disperse troops. They will regroup in the turn after that if you left the windmill hex empty.

* Added sounds to all enemy and calamity spawns * elves and king's guards dialog now happens only once. * fixed cursed rings undead spawn to the correct side.

* random trees sprouting in the spring * better handling of burnt building image removal. * Town center naming * Diplomacy through the library * I'm making the workers can't move message appear for any of the major building projects as suggested, but haven't changed the initial tutorial recommendation.

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* the poor animals drown if they are stuck in deep water in the spring. (Might switch it back, doesn't matter the mechanics are still the same) * runes can be cast on windmills and can be removed by wizards * Dialogue on library creation by TNA * If you have undead or dark adepts on the map, the cost of king's troops becomes 200. The cost won't increase if you have them on the recall list * oh, and I added you all to the end game credits, thanks * changed who comes to your aid when using the Lighthouse.

* To get back to the original king's troops, you'll have to complete the loyalists' library mission which is killing 10 outlaws/bandits. * some sounds and portraits for lighthouse, caravan and the SG units.

Sorry * internal variables grouped inside containers to make the game inspector not choke. * random chatter * different rune shapes * show year in objectives * added more units for outlaws.

* orc and undead now have separate counters * lots of internal changes with the way how and when enemy spawns and in what season * game should get much harder every year. * Allow spawning multiple orc raids from the same direction with more money and henchmen.

* Menu images * lighthouse level, movements and experience * Don't pave over paved roads * reduce diplomacy turns * leader death message * Detach Trees/hills diplomacy quests from main angry elves relations. * Doubled Peasant Workers damage to counter the error.

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* add some jitter noise to the spawning periods * lock raid on one type per season. * orc calamity sounds * after the first year, more than 1 raid can occur in a season.

* some text changes * picture for tutorial * getting the balance of spawning is probably the toughest thing. No yearly quota limit increases for orc and undead raids.

Yearly quota limit increase for outlaws and elves only. * rename mud swamp to mud moat * condense build menu * fix harmless winter bug * test allay grouping to offensive.

Every side should display a dialog except for the animals even if you already removed all shroud. * fix orc goblin wolfs not burning down villages/buildings * After first year, the outlaws of side 4 can spawn as any of the multiplayer default eras except for undead and northerners * added ngas to orcs and bats to undead * added boars from the mod The Founding of Boasted.

* increase spawn rates of outlaws in the winter * bonus on completion of 5 elves missions * add mud crawlers to mud moats * change some costs and building turns * reduce raids spring raid turns from 9 to 4 * better farm and snow code for when 3×3 farms is enabled * better animal spawning locations by type * fixes to boars from Won * I've given up on trying to align the raids. * changed the period of recheck for the free troops from 12 to 6 when their leader is still alive.

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* outlaws, because their period was reduced, and they pop out all the time, I've given their leaders gold based on the number of villages. * removed extra tree planting menu step * diplomacy random spawn uses the Sigurd algorithm * Added Woodsmen and Ruffians, but they can only advance to bowmen and heavy infantrymen * Fix overlapping lighthouse terrain with farm or other building terrains.

* rubble image for lighthouse, windmill and road if destroyed. * changed pile dirt to earth mound * fix troops being allied with calamity animals.

Don't ask why * reduced lake size and removed some hills * support terrain embellishments * added more library missions for all factions other than elves. * reduced some elves' dialog * allow lurkers to move about in some turns * fix not being able to build on a destroyed lighthouse * some text changes, and show current quest number.

* added ngas, mermen, young ogres to mission rewards * show current relations * refactor code to reduce events * removed option to disable tutorial. This was needed to flush out events * limited orcs hostages to one of the healer types only.

Saurian dune folk and elf * some text changes * reduce enemy base gold on all difficulties * Fix planted winter trees * Fix rune casting on embellishments * Order allay units to move or stand still with the right click, code lifted from Boasted * Dismiss/retire ally unit standing on the tavern. * probable fix to dialogue by hidden units like the elvish avenger * text changes, all quests can be suspended and resumed at a later stage, you can switch between quests, and it will keep count.

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* extra gold fixes * unit the turns loyal will pledge allegiance. * to help the user a bit, game starts with a cleared forest, water, mountains, hills from the central area.

* allow bandits side 4 to spawn northerners and undead default factions, not same as the raids, but they still count as mission/quest kills * quest units spawn at the end of turn 9 instead of turn 1 end. Text by TNA * switch undead and dwarves allay positions * rabbit and giant rats use the coward micro AI * rabbit attacks are berserk, increased their health to 8 * removed snow from windmill terrain in the winter, it becomes grass in the spring * create random water lakes in the spring if the map has no water at all * fixes/updates to the quests * toggling lighthouse toggles the illuminate ability.

* mushrooms tutorial message * bounty gold set to random between 20.60 * divert stream turn reduced to 1 * don't redraw on attack * reduce starting cleared radius for forest, hills from 9 to 6 * remove redundant road paving message * inside_unit at every side turn is seizure inducing so I moved it to turn end instead * some event changes * removed all hidden attribute on creation, it didn't do anything. Every spawned group gets its automatic inside * quest dialogue has an intro and won't reappear when suspended.

* fix destroying a dried up bridge creates new water. * fix regression bug with niches not raising new undead at turn end * show message about faction bonus * show the caster of the rune if you're about to remove one.

Does not check recall list casters * Increase caravan movement to 5 * Draining swamps produces dirt instead of grass * fixed serious relics bug * elves/dwarves relations get reset to -10 instead of 0 * dwarves will spawn from the east when hills/mountains are destroyed * fix summoning dune folk allies * increase cost of summoning allies when you already have mercenaries leaders on the map * killing ogres satisfies the kill orcs quest requirements * increase radius for Stand down (possible fix to bug) * confirmation message on stand down * fix halo to illuminate potions * fix magnetic special to play nice with other specials * fix spring grass * allow relocating keep in the winter * use experimental_AI for most sides except the animals * import market items * third orcs quest changed from hunting animals to killing dwarves. * outlaws penalty is no new king troops spawning (the free ones) * rogue dwarves special unit changed to rune master * rogue waves will not have a berserker or Gryphon master for their leader.

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* show border name of allied caravan * revert to default AI * mercy will spawn inbuilt recruit types * Season refresh is done at the beginning of a season. * disabled enemy got events, let the micro_AI take over * decreased aggression and increased caution a bit for all sides * disabled simple_targeting, disabled no grouping for all sides * changed some goal targets values * added healer micro_AI to side 9 * added coward micro_AI to caravan as fallback if windmill gets destroyed before the caravan gets to it.

* reduced zone_guardian score to below retreat * enemy won't heal or cure poison at the end of the season. * fix side 6 sighted by race * restrict elvish lord and dwarfish rune smith to leader * remove halo effect from regeneration * new rogue dwarves text by TNA * animals loiter and sometimes move around like the wolves and loses * allied units will now make use of the zillion villages that the player have built * rename feral ability to animal, so not to be confused with feral trait * only ogres will charge units with the animal curse * remove undead generator curse from side 7 goal targets.

Other than spawning a new undead, it won't have any other drawbacks * make sure ally fully heals before leaving village * killed leaders drop relics, they are pickable the following season. * created uncured variation of magnetic relic * correct diplomacy facing * removed dummy ability from resistance type relics * internal restructure of loyal object * Moved outlaws thinning from beginning of spring to the end of winter.

(more restricted vision field) * undead diplomacy quests is now plague by race. 1-Animals 2-Humans 3-Elves 4-Dwarves 5-Orcs * replaced second elves quest from planting trees to capturing dwarf leader * replaced 5th dwarves quest from killing elves to capturing elf leader * Added more relics.

* add animation and sounds to some relic items * use heal_on_hit instead of harm_unit for cursed weapons. * intro bonus and other stuff leeway asked for * AI caravan has means to protect itself.

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Technically it releases them from the zone_guardian micro_AI * add loyal worker, loyal adept and some termite fun * total number of elves/dwarves gets reduced by 2 units when choosing the treaty book option. * use “be defensive setting” found in AI_controller.cfg * whether a leader drops a relic on death is not random anymore.

* silver mage grants teleport to leader * prisoner advance event * prisoner bonus reduces or increases undead and rich raids numbers * added animate=yes to units that missed them * prisoner fight option captures player villages and burns down if applicable. This change broke compatibility with older saves * use modify_AI to replace all tags * diplomacy allay spawns as side 9 * added coward mode for allies.

* correct fast turns display on unlocking peasant workers * support debug mode next level * delay allay summoning between 1 and 3 * workers and farms report. Annoying * orcs recruit stronger units on year 2 * increase coward distance for side 9 * 20% off on finance book * must finish 4 years for campaign completion * scroll and show name of disrupted project * spawn 2 market caravans with resilient trait on artifact bonus.

* change tavern burn image * fix unescaped & warning * gave hero a name. * Better library report on orcs and necromancer raids * remove excess events * change jitter to be between -6 to 6 turns * paid allies will spawn at random direction * bandits and outlaws scale with farm size.

* spawn undead at end of side 7 not 8 * fix mango error * calamities start on the second year for the normal and hard difficulties. * outlaws scaling differs on difficulty 1 per /30 /20 /10 villages * better library report * no fog on select map starting bonus.

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Probably leaving it on side 2 as originally in CTF would have been the best option, but then the allies won't help you with it * jitter changed to -6.12 for outlaws and -6.6 for orc/undead raids. * on the hard difficulty, outlaws raids are limited to 2 in the new beginning scenario.

And vice versa, items offered in the market can't be found in the wild. * injured craven (coward) units will head to the nearest unoccupied village.

* craven (coward) flag gets reset once the unit on the village is fully healed. * completion of 5 loyalist missions unlocks the peasant worker bonus.

The other faction will give a different starting bonus on completing 5 missions. * check if leader isn't already dead before burning down loyalist calamity camp * scroll back to the unit that refused to pick an artifact * a new starting bonus: castle fortification.

This is only available as a starting bonus, it cannot be obtained via diplomacy like the rest. * some changes to the random map generation to make it less annoying.

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You can send me a Private Message with the text, or use GitHub and create an issue. If you want to alter one of those just let me know when it happened in the game, and I'll know which you're referring to, then just Private Message the alternate text.

Mateus_70 Posts: 9 Joined: January 20th, 2019, 5:29 am Location: Brazil Postby mates_70 February 15th, 2020, 6:48 am Version 1.0.26. Playing on Went 1.14.5 on Debian, difficulty medium/trailblazer I finished it right now, and: * In the second year, it was spring or summer (I don't remember exactly), calamity attacked.

The horseman was explained on the construction menu, how you can get it, but the dark adepts and Sergeant weren't. (but they were after bandits) * On the first winter, as I knew I could not protect the lighthouses, so I left it unprotected, the animals went for it on the first opportunity.

(in general I like the idea of giving some bonus to a unit that fought a lot, even if it changes the balance of the game) * New size farm was good. Maybe he kills some bandit leader then earn some gold, or he stays for a given number of turns, then retreats.

Did you feel the 2000 gold goal as reasonable, too low or too high of a bar? Version 1.0.26. Playing on Went 1.14.5 on Debian, difficulty medium/trailblazer * In the second year, it was spring or summer (I don't remember exactly), calamity attacked.

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(Source: www.natgeotv.com)

And yes, reloading the original save file will randomly select a different calamity for that summer. The horseman was explained on the construction menu, how you can get it, but the dark adepts and Sergeant weren't.

Thanks, I forgot to add Sergeants to the Peasant Workers message menu, that is fixed along with the Dark Adepts addition. * On the first winter, as I knew I could not protect the lighthouses, so I left it unprotected, the animals went for it on the first opportunity.

(in general I like the idea of giving some bonus to a unit that fought a lot, even if it changes the balance of the game) The new size felt more intuitive for me, not to mention it occupied less space.

I have no plans of doing that, the idea is that you are building a new town and your keep is the main center of it. Maybe he kills some bandit leader then earn some gold, or he stays for a given number of turns, then retreats.

Yes, I agree they tend to die off fairly quickly, but at the same time I don't want to overpower them, so they don't take all of your kills. * The message when I killed (so many) leaders of elvish groups was written for a pillagers/bandit/orc, not for a forest protector.

Like gold running low (this is a good message, but this repeat many times, two or three would be enough I think) The gold running low warning happens only once every season if I'm not mistaken.

I don't know if I would change that because unlike other went campaigns, a negative gold is an instant defeat, and sometimes I would lose track with the buildings or recruiting. * Gryphon * Evil Loyalists (the retired soldiers) * Saurian.

I didn't keep playing after 2000 G. What did you think of the changing village upkeep support? This is just a brute idea, I don't suggest putting that formulas, but they seem a good reference.

(edit1.a) This is one way of thinking about it, another could be thinking about the usefulness of given units to that situation, this way horses might be cheaper than Spearman (/edit1.a) For the time, I suggest Stable = Library = Armorer = blacksmith = 5 turns. * Physical undead should be able to burn villages if the leader can't recruit on medium and hard levels.

Played the latest version before the dark adaptResizing of farm is indeed a very good change, makes development of the town more compact. AMLA loyalty is superb as well, I love having veterans hanging around.

Can you make a designated rendezvous point for the allied troops? I just want to make a resting spot in my town, so I can heal them while there are no enemies.

I think there could be random news about the outside world which alters the strengths of different parties each 2 seasons(e.g. orchid invasion of went, expect strength orc parties; great forest fire, expect elvish force depletion/ wildlife increase) Building tavern which gets you “quests”, that you can send expeditionary force to gain artifacts/gold/”unique” units upon succeed.

I think there could be random news about the outside world which alters the strengths of different parties each 2 seasons(e.g. orchid invasion of went, expect strength orc parties; great forest fire, expect elvish force depletion/ wildlife increase) Building tavern which gets you “quests”, that you can send expeditionary force to gain artifacts/gold/”unique” units upon succeed.

This is just a brute idea, I don't suggest putting that formulas, but they seem a good reference. (edit1.a) This is one way of thinking about it, another could be thinking about the usefulness of given units to that situation, this way horses might be cheaper than Spearman (/edit1.a) For the time, I suggest Stable = Library = Armorer = blacksmith = 5 turns.

* Physical undead should be able to burn villages if the leader can't recruit on medium and hard levels. I think you'll enjoy the dark adepts rune casting addition.

I just want to make a resting spot in my town, so I can heal them while there are no enemies. If there isn't an enemy around, they'll keep moving randomly, and it's difficult to pin them down to heal them.

Usually if there are no enemies on the map then they would stand still and potentially block your way or occupy a construction location. There is a variable in the zone_guardian AI called station_x,station_y where if there is no enemy, then they would “regroup” to that location.

There is already an unused block of code in the original CTF for that purpose that starts random chatter, I'll see if I can expand on that and implement some of these ideas. Building tavern which gets you “quests”, that you can send expeditionary force to gain artifacts/gold/”unique” units upon succeed.

But having said that I am thinking of making the sign posts (N, E,S, W) if accessed by your leader make them take you to another map with slight variations to the biome where you can build a new keep and essentially start over. 2000 gold for finishing is key, but if you implement additional content, it might become a little to easy, but it would be nice if you can make small scenarios that you gives you an option to go and make small raids onto orcs, elves or even humans, or a scenario where an outlaw has a treasure map about an ancient ring/sword /armor and the likes, and you then go there, of the information wouldn't be limited to you, so you would have to fight other races there as well, something like that, at the beginning of the game it's a little harder, since you get attacked from all sides, and that's good, but after 3/4 years they tend to get weak(note I played before the dark adept) so you deal with them quite easily, maybe adding more number as more seasons pass, or something like that would work, the only exception would be the elves, since they spawn 40 at a time.

It's my favorite mod for went out there, I have been playing it for a long time, and this is just the thing it needs And if possible can you make the labels permeant, they tend to disappear each season I will be increasing the number of groups in the future, I just need some time to play test it first.

I see many would like to have expeditions or side quests, it will be time-consuming but I'll see how to fit it in. It gets reset back to the minimum after each elf's group visit, getting 40 is very high indeed.

Hi, I have been playing on pioneer for a while and there are a few suggestions I would like to make: -The difficulty: The game is the hardest at the beginning and by the second year, things have gotten much easier since you now have high level troops. For example, on my latest game, I played 'til the seventh year but the amount of enemies didn't increase much.

The combo of iron mauler + grand marshal’s leadership + lighthouse while defending a location that is surrounded by water/mud = everything dies. Heavy infantry is also the most reliable option in winter since they are so damn tough.

There are many other things that I would like to add to make this mod even more lively (such as the emissary can offer features like ‘requesting for reinforcement from the kingdom’, ‘establish caravan trade’, ‘diplomacy with the elves/orcs/…’) But I think that the above is already plentiful.

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