[scenario] #textdomain wesnoth-Dogs_Of_War id=1_Coming_Home name=_"Coming Home" next_scenario=2_Into_The_War map_data="{@campaigns/Dogs_Of_War/maps/1_Coming_Home}" turns=10 {DUSK} #Mercenaries [side] side=1 controller=human team_name=Mercenaries gold=0 income=-2 type=Dragoon description=The Count user_description=_"Carl Albrecht" role=count canrecruit=1 upkeep=loyal unrenameable=yes [unit] type=Dark Sorcerer desription=Lenny user_description=_"Lenny" role=wizard [modifications] {TRAIT_QUICK} {TRAIT_INTELLIGENT} [/modifications] upkeep=loyal unrenameable=yes x=1 y=7 [/unit] [unit] type=Cavalryman description=Sgt. Scheppke user_description=_"Sgt. Scheppke" role=seregant [modifications] {TRAIT_STRONG} {TRAIT_FEARLESS} [/modifications] upkeep=loyal unrenameable=yes x=2 y=6 [/unit] {PLACE_UNIT Cavalryman 1 5} {PLACE_UNIT Cavalryman 2 5} {PLACE_UNIT Cavalryman 2 7} {PLACE_UNIT Cavalryman 1 8} [/side] #Goblins [side] side=2 gold=0 income=-2 team_name=Greenskins type=Goblin Rouser description=Ghark user_description=_"Ghark" canrecruit=1 [modifications] {TRAIT_STRONG} {TRAIT_RESILENT} movement=0 [/modifications] upkeep=loyal {PLACE_UNIT "Goblin Impaler" 20 11} {PLACE_UNIT "Goblin Impaler" 20 9} {PLACE_UNIT "Goblin Impaler" 20 14} {PLACE_UNIT "Goblin Impaler" 20 6} {PLACE_UNIT "Goblin Impaler" 19 5} {PLACE_UNIT "Goblin Spearman" 19 11} {PLACE_UNIT "Goblin Spearman" 19 10} {PLACE_UNIT "Goblin Spearman" 19 9} {PLACE_UNIT "Goblin Spearman" 19 12} {PLACE_UNIT "Goblin Spearman" 20 13} {PLACE_UNIT "Goblin Spearman" 19 14} {PLACE_UNIT "Goblin Spearman" 19 15} {PLACE_UNIT "Goblin Spearman" 18 5} {PLACE_UNIT "Goblin Spearman" 19 6} {PLACE_UNIT "Goblin Spearman" 19 7} {PLACE_UNIT "Goblin Spearman" 20 7} {PLACE_UNIT "Goblin Spearman" 18 4} {PLACE_UNIT "Goblin Spearman" 20 5} [/side] #Peasants [side] gold=0 side=3 income=-2 village_gold=0 team_name=Mercenaries type=White Mage description=Priest user_description=_"Reverend" role=priest upkeep=loyal ai_special=guardian random_traits=yes canrecruit=1 [unit] type=Poacher role=sentry ai_special=guardian upkeep=loyal random_traits=yes x=14 y=6 [/unit] [unit] type=Thug role=escort upkeep=loyal random_traits=yes ai_special=guardian x=16 y=18 [/unit] [unit] type=Thug role=escort upkeep=loyal random_traits=yes ai_special=guardian x=15 y=16 [/unit] [unit] type=Footpad role=escort upkeep=loyal random_traits=yes ai_special=guardian x=12 y=14 [/unit] {PLACE_UNIT Peasant 15 12} {PLACE_UNIT Peasant 16 11} {PLACE_UNIT Peasant 16 10} {PLACE_UNIT Peasant 16 8} {PLACE_UNIT Peasant 13 8} {PLACE_UNIT Peasant 14 8} {PLACE_UNIT Peasant 13 10} {PLACE_UNIT Peasant 14 10} {PLACE_UNIT Peasant 13 11} {PLACE_UNIT Peasant 12 12} [/side] [story] [part] background="background.jpg" story=_"This was indeed the time of troubles. The queens orcs marched west to subdue Ashenwood and all those cities on those far reaches of Wesnoth, that still defied her. War spilled from Halstead to Fort Tahn, armies marched to the field and fire stepped in their wake, blood flown freely in the land and screams of despair became commonplace." [/part] [part] background="background.jpg" story=_"And as the troubles arose, so did the heroes. Konrad. Delfador. An epic journey with an even greater end. But this is not the tale this story will tell, there will be no great battles, no witty escapes, no brilliant sieges, no duels, no heroic deeds, and no love found. Because this story is much smaller, small enough to pass unnoticed in her great couisin shadow. But is well worth to hear. And learn from." [/part] [part] background="background.jpg" story=_"It will be a tale about a lesser noble, a dwarf and a wizard leading a small troop of mercenaries. It will not tell where they came from, because this is worth a story of it's own, but will show where they ended, and how they got there. Listen..." [/part] [part] background="maps/wesnoth.png" story=_"It all begins at dusk in a small village on a Wesnoth-Elensefar borderland. After long exile in the Northlands, count Carl Albrecht finaly came home. Methaporicaly, at least..." {CROSS 223 342} [/part] [/story] #Objective seting event [event] name=prestart [objectives] [objective] description=_"Secure a place to rest for your troop. Keep intact as many buildings as possible." condition=win [/objective] [objective] description=_"Death of the count" condition=lose [/objective] [objective] description=_"Death of Lenny" condition=lose [/objective] [objective] description=_"Time runs out" condition=lose [/objective] [/objectives] [/event] #Start dialogue event [event] name=start {VARIABLE village_hostile 0} {VARIABLE trees_scouted 0} {VARIABLE cavalry_saved 5} [message] role=count message=_"Lenny I told you this is not the right way. Road ends at this village, we have to turn back." [/message] [message] role=wizard message=_"Aww, Carl, stop moaning for a while. We're all tired, we could as well rest here, seems like best place in the area." [/message] [message] role=count message=_"You may be right for a change. After all... Yes seregant?" [/message] [message] role=seregant message=_"Boss, there's some trouble there. Lot's of people with weapons running around, and that poor excuse of a watchpost is manned." [/message] [message] description=Ghark message=_"(*mass war cry*) Get them! Spare noone and nothing!" [/message] [message] role=priest message=_"Stand true brothers. With gods help valor defeats the darkness!" [/message] [message] role=count message=_"Here goes our rest... Gentelmen, if you want to sleep in a bed and under a roof tonight, you will have to make sure that there is enough of them intact." [/message] [message] role=count message=_"Seregant, target the leader, tell the men they are forbidden to enter homes until we secure villagers consent. Lenny, try to keep down on walking bones, we want to make impression here. Good luck gentelmen." [/message] [/event] #Cavalry death event [event] name=die [filter] type=Cavalryman [/filter] [set_variable] name=cavalry_saved add=-1 [/set_variable] [/event] #Timeover event [event] name=time over [message] role=count message=_"You dare to call yourselves proffesionals?. Gentelmen, we're withdrawing. And you may start looking for new employer." [/message] [endlevel] result=defeat [/endlevel] [/event] #Notice escort event [event] name=turn 2 [if] [have_unit] role=escort [/have_unit] [have_unit] role=seregant [/have_unit] [then] [message] role=count message=_"Hmmm... Weird..." [/message] [message] role=seregant message=_"Boss?" [/message] [message] role=count message=_"See those three by the southern tree patch? They are reasonably well armed in the context, but don't fight with the rest. Why keep your best fighters away from the fight?" [/message] [message] role=seregant message=_"To strike at tired enemy in crucial moment boss." [/message] [message] role=count message=_"Good answer. But they are not military, and they are fighting for life. No Scheppke, they are guarding something. Remind me later to see what's hiding in those trees." [/message] [/then] [/if] [/event] #Scout trees event [event] name=moveto [filter] x=14-15 y=17-18 side=1 [/filter] [if] [variable] name=village_hostile numerical_equals=1 [/variable] [variable] name=trees_scouted numerical_equals=0 [/variable] [then] [if] [not] [variable] name=unit.description equals="The Count" [/variable] [/not] [then] [set_variable] name=trees_scouted value=1 [/set_variable] [message] speaker=unit message=_"It's a bunch of kids! They must have hidden them from goblins!" [/message] [message] role=count message=_"No witnesses. Lenny, deal with it, but without cruelty. We are civilized." [/message] [message] role=wizard message=_"Sure Carl. Whatever you want." [/message] [/then] [else] [set_variable] name=trees_scouted value=1 [/set_variable] [message] role=count message=_"Lenny, we have some children here. Deal with them, but no cruelty please." [/message] [message] role=wizard message=_"No witnesses, eh? Allright, as you wish Carl." [/message] [/else] [/if] [/then] [/if] [/event] [event] name=moveto [filter] x=14-15 y=17-18 side=2 [/filter] [if] [variable] name=trees_scouted numerical_equals=0 [/variable] [then] [if] [not] [variable] name=unit.description equals="Ghark" [/variable] [/not] [then] [set_variable] name=trees_scouted value=1 [/set_variable] [message] speaker=unit message=_"Found the little 'uns!" [/message] [message] description=Ghark message=_"Alive! Want 'em alive! They'll fetch much gold!" [/message] [message] role=priest message=_"No! The children!" [/message] [/then] [else] [set_variable] name=trees_scouted value=1 [/set_variable] [message] description=Ghark message=_"Little 'uns! Oh joy! You'll fetch much coin!" [/message] [message] role=priest message=_"No! The children!" [/message] [/else] [/if] [/then] [/if] [/event] #Goblin capture village flavor event [event] name=capture [filter] side=2 [/filter] [message] speaker=unit message=_"Hahaha! Watch it burn!" [/message] [/event] #Mercenaries capturing vilage before peasants hostile [event] name=capture [filter] side=1 [/filter] [if] [have_unit] description=Ghark [/have_unit] [have_unit] role=priest [/have_unit] [variable] name=village_hostile numerical_equals=0 [/variable] [then] [if] [not] [variable] name=unit.description equals="The Count" [/variable] [/not] [then] [message] role=priest message=_"I knew you couldn't be trusted. People! Look! That evil wizard and his henchmen are robbing your homes while you fight! Defend your property!" [/message] [modify_side] side=3 team_name=Village [/modify_side] [/then] [else] [message] description=Priest message=_"What are you doing? How can you enter our homes in a time like this?" [/message] [message] description=The Count message=_"I can do what I like old man, I'm saving your wrinkled ass if you didn't notice yet." [/message] [message] description=Priest message=_"I knew you couldn't be trusted. People! Look! That evil wizard and his henchmen are robbing your homes while you fight! Defend your property!" [/message] [modify_side] side=3 team_name=Village [/modify_side] [/else] [/if] [/then] [/if] [/event] #Raising undead event [event] name=die first_time_only=no [filter] [not] side=1 [/not] [not] level=0 [/not] [/filter] {RANDOM 0..10} [if] [variable] name=random less_than=3 [/variable] [then] [unit] type=Ghost side=1 upkeep=loyal x=$x1 y=$y1 [/unit] [/then] [else] [if] [variable] name=random numerical_equals=3 [/variable] [then] [unit] type=Skeleton side=1 upkeep=loyal x=$x1 y=$y1 [/unit] [/then] [else] [if] [variable] name=random numerical_equals=4 [/variable] [then] [unit] type=Skeleton Archer side=1 upkeep=loyal x=$x1 y=$y1 [/unit] [/then] [/if] [/else] [/if] [/else] [/if] [/event] #The wolfriders arrive event [event] name=attack [filter] side=1 [/filter] [message] description=Ghark message=_"And where did they come from? Urglak! Get your bloody pets here this instant!" [/message] [unit] type=Goblin Knight side=2 description=Urglak user_description=_"Urglak" upkeep=loyal [modifications] {TRAIT_FEARLESS} {TRAIT_QUICK} [/modifications] x=11 y=3 [/unit] [unit] type=Wolf Rider side=2 upkeep=loyal random_traits=yes x=10 y=2 [/unit] [unit] type=Wolf Rider side=2 upkeep=loyal random_traits=yes x=12 y=2 [/unit] [unit] type=Wolf side=2 upkeep=loyal x=11 y=2 [/unit] [unit] type=Wolf side=2 upkeep=loyal x=9 y=2 [/unit] [message] role=sentry message=_"Wolfriders! At the far side of the wood!" [/message] [message] role=count message=_"It's all your fault Lenny." [/message] [message] role=wizard message=_"I tought we scrapped that 'Lenny attracts trouble clishe'" [/message] [message] role=count message=_"We were both mistaken. Gentelmen, regroup to the flank and charge the furballs!" [/message] [/event] #Goblins defeated event [event] name=die [filter] description=Ghark [/filter] [if] [have_unit] role=priest [/have_unit] [then] [message] race=goblin message=_"Boss dead! Run!" [/message] [kill] race=goblin [/kill] [message] role=count message=_"Good work gentelmen. The enemy is routed." [/message] [message] role=priest message=_"We are grateful for your help stranger. But we think it's time you leave." [/message] [message] role=count message=_"Why, might I ask? We saved your village. We are tired and hungry, we expected some hospitality." [/message] [message] role=priest message=_"Winter was harsh and we have little to share. But even if we had enough, the dead fight amongst you, and evil magic sourrounds your men. You'd bring nothing but misfortune to us. So please, go." [/message] [message] role=count message=_"This is pointless. Gentelmen, secure the village. In case of any ressistance all means allowed, and don't leave any witnesses." [/message] [modify_side] side=3 team_name=Village [/modify_side] [/then] [else] {CLEAR_VARIABLE village_hostile} [message] race=goblin message=_"Boss dead! Run!" [/message] [kill] race=goblin [/kill] [message] role=count message=_"Good work gentelmen. The enemy is routed. Secure the village, and let's wait for the rest." [/message] {END_GOLD 300} [endlevel] result=victory bonus=no [/endlevel] [/else] [/if] [/event] #Peasant leader death event [event] name=die [filter] role=priest [/filter] [if] [have_unit] description=Ghark [/have_unit] [then] [message] side=3 message=_"They killed the priest! Reverend has fallen, we're doomed!" [/message] [message] role=wizard message=_"Seems that the holy grumbler got killed" [/message] [message] role=count message=_"Doesn't matter, at least we won't have to worry with asking permission any more." [/message] [/then] [else] {CLEAR_VARIABLE village_hostile} [message] role=wizard message=_"Village secured Carl. Want anything else done?" [/message] [message] role=count message=_"Tell the men to put down the fires. They can have some rest then." [/message] [message] role=count message=_"And put a guard in that guardpoint, we don't want to be suprised." [/message] {END_GOLD 300} [endlevel] result=victory bonus=no [/endlevel] [/else] [/if] [/event] {COUNT_DEATH} {WIZARD_DEATH} # {NO_KILL_EXP} {NO_FIGHT_EXP} {HOUSE_CAPTURE 1} {HOUSE_BURN 2 -20} {STARTING_VILLAGES 3 15} [/scenario]