Difference between revisions of "DelfadorsMemoirs"

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Each scenario has an individual forum thread where you can provide feedback to the authors.  You can find these [http://www.wesnoth.org/forum/viewtopic.php?f=22&t=25554 here]. Feedback is useful as it helps the developers improve the campaign in future versions; and the posts by other players may contain advice or pointers beyond those in this walkthrough.
 
Each scenario has an individual forum thread where you can provide feedback to the authors.  You can find these [http://www.wesnoth.org/forum/viewtopic.php?f=22&t=25554 here]. Feedback is useful as it helps the developers improve the campaign in future versions; and the posts by other players may contain advice or pointers beyond those in this walkthrough.
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So far, this is just one player's comments, so feel free to refine the suggestions or add alternatives (otherwise it is just a "how I completed DM" guide).
  
 
===Overture===
 
===Overture===

Revision as of 22:52, 16 April 2010

Story

This campaign follows the adventures of Delfador, beginning from him leaving home as a newly qualified journeyman mage, and leading up to him helping to bring peace to Wesnoth. It is set a couple of generations earlier than "Heir to the Throne".

Development

Original developer: email to Josh Parsons, jp30 AT st-and.ac.uk. Thread is at http://www.wesnoth.org/forum/viewtopic.php?t=1293.

More recently, the campaign has been picked up and improved by 'tapik' - see CampaignDelfadorsMemoirs.

Walkthrough

You should be familiar with the basics in WesnothManual -- this is a walkthrough, not an exposition of basic game mechanics.

Each scenario has an individual forum thread where you can provide feedback to the authors. You can find these here. Feedback is useful as it helps the developers improve the campaign in future versions; and the posts by other players may contain advice or pointers beyond those in this walkthrough.

So far, this is just one player's comments, so feel free to refine the suggestions or add alternatives (otherwise it is just a "how I completed DM" guide).

Overture

Just an introduction - sit back and enjoy the show.

This Valley Belongs to Me

Objectives: kill Grogor-Tuk, the enemy leader.

This one is tricky (at least at Great Mage - hard).The enemy has a lot of gold and sends a steady stream of units your way for the first day. In the south/centre is the easy bit - defend the river. Use your mage of light here to back up a few horsemen/spearmen to fend off the attackers; in the water or on sand they are at a disadvantage and can't concentrate attacks easily from the bad terrain.

The tricky bit is to the north - wolf riders cross the river to the north and come down through the woods. Some spearmen and mages in the woods works here, and there's a village in the woods to the north to anchor your defence on. Wolf riders don't benefit as much as your units do on the wooded tiles. Aim to give plenty of XP to at least one mage, so you can level him up here or early at the next level.

The Road to Weldyn

Objectives: kill Urthaka-Tan, the enemy leader.

You want quite a few horsemen here; it's a good opportunity to get lots of horsemen on your recall list (they are cheaper to recall then recruit later on). There are enough villages to fund recruiting or recalling 9 units and still have positive income throughout. At Great Mage you want at least half of your units to be horsemen: the enemy will have lots of archers who are easy prey in these open fields. You start with an archer and gain the ability to recruit more here, but you won't need more than two - the enemy uses a lot of troll whelps, so you are better off recalling or recruiting mages, plus a couple of spearmen to play defence in the first night.

This level is dead easy to win because the enemy has a small keep, so his forces arrive spread out and not supporting each other. Use the day/night cycle; at night just fall back and, particularly on the first night, use the line of woods and castle tiles just west of your start. Your horsemen can go and take villages and make it back to fight at dawn on day 2. In the day, crush them with the horsemen and mages. You want to level up mages and horsemen.

I exited as early as I could manage, but the early finish bonus is only 15/turn and I was getting 14/turn anyway, so perhaps it would be better to milk the level for XP instead.

Leollyn

Objectives: kill Hagha-Tan, and keep Leollyn alive.

You can ignore the ally in my experience; the enemy send a few units down that way, but the L3 mage and his L2 mage recruits are well able to handle them.

You want to recruit at least one and preferably two white mages (there will be lots of assassins), and a horseman near leveling up. The rest of your recruit should be a mix of bowmen and spearmen, including one or two level 2 ones. March up to the ford to the north-west and build a defensive position for the night; keep the front line together with as few units as you can, as most will end up poisoned each turn; cycle them out and replace with others. Once day breaks, hopefully you have enough decent units left to mop up the enemy's first wave; your horseman is ideal to pick off any strong enemy units standing in the water.

Hopefully you can push over the river by afternoon on the second day. You can lure out the enemy leader and then run him down with your knight and Delfador.

Old Version

Before its inclusion as a mainline campaign, Delfador's Memoirs was distributed as a separate add-on.

This could probably all be removed now.

Installation notes

Delfador's Memoirs is distributed as a tarball (.tar.gz), containing all sources for the campaign. The tarball is built with automake. To install, unpack it, change into the directory delfadors-memoirs-(version) and run (as root) "./configure && make && make install"

If you can't install DM this way, then you may install download and install it from the campaign server (you will need wesnoth 0.8.5 or a current CVS version to do this).

Download

Version 0.1: (3 playable scenarios) requires wesnoth = 0.7.7

Version 0.2: (7 playable scenarios) requires wesnoth = 0.7.9

Version 0.3: (9 playable scenarios) requires wesnoth >= 0.7.11 (=0.7.11 for the tarball)

Version 0.4: (10 playable scenarios) requires wesnoth >= 0.7.11, <= 0.8.3

Version 0.5: (10 playable scenarios) requires wesnoth >= 0.8.4, <= 0.8.7

Version 0.5.1: (10 playable scenarios) requires wesnoth >= 0.8.4, <= 0.8.7

Version 0.5.2: (10 playable scenarios) requires wesnoth >= 0.8.9

See Also