Search found 45 matches

by mikeanthony
April 16th, 2018, 6:56 am
Forum: Multiplayer Development
Topic: The Altaz Mariners (the non-linear pirate campaign)
Replies: 237
Views: 40043

Re: The Altaz Mariners (the non-linear pirate campaign)

so... into the sewers! Overall, a satisfying big scrap, which we've been waiting for quite a while! James (playing Hugo) was pleased as he finally got his Elf-maid up to level 4 shyde, and unleashed a whole world of pain on everything that moved! Now this was an interesting on from a 'global' game b...
by mikeanthony
April 9th, 2018, 9:36 am
Forum: Multiplayer Development
Topic: The Altaz Mariners (the non-linear pirate campaign)
Replies: 237
Views: 40043

Re: The Altaz Mariners (the non-linear pirate campaign)

Ok, we'll try to bump marco off ASAP... In the meantime, we've taken the plunge! We've arrived at 'The Crossing' - now this is a really, really nice use of the Wesnoth engine; The play mechanics (delivering boatloads across the strait) are very interesting and novel; the win condition is clear, the ...
by mikeanthony
April 4th, 2018, 10:46 pm
Forum: Multiplayer Development
Topic: The Altaz Mariners (the non-linear pirate campaign)
Replies: 237
Views: 40043

Re: The Altaz Mariners (the non-linear pirate campaign)

(we still can't work out why greystone port is still yellow on the map, incidentally...) sailed over to the temple of ice- well, it's clear we're not supposed to be there, at least! incidentally, the dialog "very well, we'll another time" is clearly missing a word - "we'll try another time"? obvious...
by mikeanthony
April 4th, 2018, 10:27 pm
Forum: Multiplayer Development
Topic: The Altaz Mariners (the non-linear pirate campaign)
Replies: 237
Views: 40043

Re: The Altaz Mariners (the non-linear pirate campaign)

we stopped in at greystone port, nice to see Yran's dialog is now updated, to reflect the fact that we've moved the plot along since then - that's a good touch; it just makes everything feel more polished when dialogs are kept up-to-date like that talked to steven... slight bit of the old pirate 'ho...
by mikeanthony
April 4th, 2018, 10:23 pm
Forum: Multiplayer Development
Topic: The Altaz Mariners (the non-linear pirate campaign)
Replies: 237
Views: 40043

Re: The Altaz Mariners (the non-linear pirate campaign)

So, back to Avalon with the elves... the dialog here is all very good and self-explanatory, making sense of the story plot developments. One thing though... there's a rather big glitch - when we discover our ship and crew are all ok... who is on the ship...?... marco.png it's Marco! he really should...
by mikeanthony
April 4th, 2018, 10:10 pm
Forum: Multiplayer Development
Topic: The Altaz Mariners (the non-linear pirate campaign)
Replies: 237
Views: 40043

Re: The Altaz Mariners (the non-linear pirate campaign)

A longer-than-expected hiatus, but I'm pleased to report we are back on the boards! We paddled our way south and arrived at fire abbey at last! We enjoyed the names of the various mages here; 'scorchio' and 'torchwood' in particular! there's a graphical glitch here; the tiles with larva abbutting ag...
by mikeanthony
March 20th, 2018, 11:43 am
Forum: Multiplayer Development
Topic: The Altaz Mariners (the non-linear pirate campaign)
Replies: 237
Views: 40043

Re: The Altaz Mariners (the non-linear pirate campaign)

Hi bob,

My play buddy has had a rather nasty bug for the last couple of weeks (not to worry, he's fine and recovering now), but it's put this one on hold

as soon as he's fit enough to grab an oar and start paddling, we'll get back to sailing our little tub onwards to solant!
by mikeanthony
March 4th, 2018, 11:00 pm
Forum: Multiplayer Development
Topic: The Altaz Mariners (the non-linear pirate campaign)
Replies: 237
Views: 40043

Re: The Altaz Mariners (the non-linear pirate campaign)

Finally, we press on through the mighty storm barrier! Since we were already in the temple of ice, I just quickly hacked the variables to get things back on track, and on we went. Being, by now, very wary of this brotherhood, we played safe, kept friendly, and didn't even try to pinch the magic item...
by mikeanthony
February 26th, 2018, 11:41 pm
Forum: Multiplayer Development
Topic: The Altaz Mariners (the non-linear pirate campaign)
Replies: 237
Views: 40043

Re: The Altaz Mariners (the non-linear pirate campaign)

one odd thing: player 2 was controlling the ship, and had clicked to sail to an island on the way. we were interrupted by those pirates, and when we came out, on player 1's laptop, player 1 got control of the ship and sailed on, but player 2 went to the original island, and we got an out of sync er...
by mikeanthony
February 26th, 2018, 8:08 am
Forum: Multiplayer Development
Topic: The Altaz Mariners (the non-linear pirate campaign)
Replies: 237
Views: 40043

Re: The Altaz Mariners (the non-linear pirate campaign)

It's been a while; to be honest we've been a bit stuck and going around in circles for a bit! I'll put this update in a spoiler tag, as it's got quite a lot of plot-related and 'hidden' (triggering) stuff in it. the thing that stumped us is getting rid of the storm barrier. We guessed it was somethi...
by mikeanthony
February 17th, 2018, 11:09 am
Forum: Multiplayer Development
Topic: The Altaz Mariners (the non-linear pirate campaign)
Replies: 237
Views: 40043

Re: The Altaz Mariners (the non-linear pirate campaign)

We picked up the hunt again last night, using the workaround (thanks!) to get the royal palace on the map; the trip there was fairly uneventful, we encountered the pirates and fishermen again; that is a tough scrap, and didn't go well for player 2! I think you're right about the naval battles, altho...
by mikeanthony
February 12th, 2018, 8:25 pm
Forum: Multiplayer Development
Topic: The Altaz Mariners (the non-linear pirate campaign)
Replies: 237
Views: 40043

Re: The Altaz Mariners (the non-linear pirate campaign)

Ok, we definitely haven't seen all 18 yet then! Repsect; that' s almost an entire campaign worth of maps right there... I can't begin to guess how much time an effort you've poured into this one! It really does show, though It will be a few days until James and I next catch up to continue the campai...
by mikeanthony
February 11th, 2018, 9:16 pm
Forum: Multiplayer Development
Topic: The Altaz Mariners (the non-linear pirate campaign)
Replies: 237
Views: 40043

Re: The Altaz Mariners (the non-linear pirate campaign)

One final thing I should have mentioned; At the start of one of the random sea encounters, we got this: try-to-outrun-twice.png not quite sure what happened there for the "Try to outrun the galleon" message to appear twice? I'm pretty sure we've seen that galleon encounter a few times, and it's only...
by mikeanthony
February 11th, 2018, 9:13 pm
Forum: Multiplayer Development
Topic: The Altaz Mariners (the non-linear pirate campaign)
Replies: 237
Views: 40043

Re: The Altaz Mariners (the non-linear pirate campaign)

Actually, just a post-script to that, a side-thought on random encounters and 'completed' islands: I've re-visited all of the islands multiple times (while trying to resolve the "Case of the Vanishing Renaldo" issue), and I've noticed that, once islands are "completed" (i.e. nothing more will happen...
by mikeanthony
February 11th, 2018, 8:54 pm
Forum: Multiplayer Development
Topic: The Altaz Mariners (the non-linear pirate campaign)
Replies: 237
Views: 40043

Re: The Altaz Mariners (the non-linear pirate campaign)

Cheers bob, I'll see if we can get up and running again on our next play! While we're waiting though, I thought this might be a good point to break from describing the more narrative island-visits and mention some of those random sea skirmishes; We've seen a good number of these now, and they make i...