[Historical] Orcish campaign

This is the place for discussing development of mainline campaigns, reporting bugs in them and providing overall feedback.

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How is this campaign ?

Too hard, I'm stuck!
0
No votes
Hard, but challenging
3
75%
Just as it ought
1
25%
Too easy, I already have 20 lvl3 trolls !
0
No votes
 
Total votes: 4

fmunoz
Founding Artist
Posts: 1469
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Post by fmunoz »

I will change the game too much... so maybe after 1.0.0 ..
turn123

Orcish scenario to test

Post by turn123 »

I had a wolf rider kill the leader on the first level, and on the second level he shows exp 30/30.

Is this a bug?
quartex
Inactive Developer
Posts: 2258
Joined: December 22nd, 2003, 4:17 am
Location: Boston, MA

Post by quartex »

Same things happened to me before. It is a bug, and dave knows about it. There's a problem with units not leveling up when special events occur (like the level ending).
neversay

Son of Back Eve?

Post by neversay »

at line 27 of End_Of_Peace.cfg:
story="His troops reached a mountainous territory, under the authority of the orcish ruler Kapou'e, also called the Son of the Back Eye."

A little bug.
Guest

Post by Guest »

First: Great with a campaign of the orcs, and actually making them cute is quite remarkable. The father troll on level 2 is really a heartbreaker.

The Siege of Barag Gór is not winnable.

After moving the three orc priest to the end of the road (1,13 or 1,14) they disappear. Moving my leader to the same spot will not let me win the scenario, turns just run out.

Also, it's a pity that Kaopu'e starts at level 2 and can't advance beyond level 2. It's one of the things that I love about "Heir to the Throne", that I can make Konrad a badass fighter, eventhoug he starts as a wimp. Developing the characters is the most fun aspect of Wesnoth.
Guest

Post by Guest »

Anonymous wrote:The Siege of Barag Gór is not winnable.
Which version of the campaign are you using and with version of wesnoth? There was a bug in previous orcish campaigns that made this scenario not winnable but it has been fixed.
Anonymous wrote:Also, it's a pity that Kaopu'e starts at level 2 and can't advance beyond level 2. It's one of the things that I love about "Heir to the Throne", that I can make Konrad a badass fighter, eventhoug he starts as a wimp. Developing the characters is the most fun aspect of Wesnoth.
Yes, I will add the possibility to advance him. Perhaps letting him start level 1 would be better. I 'm just realizing that people love advancing their leader. :)
quartex
Inactive Developer
Posts: 2258
Joined: December 22nd, 2003, 4:17 am
Location: Boston, MA

Post by quartex »

Geez benj, I thought you hadn't released updates for your orcish scenario in weeks, becuase you hadn't posted any new files or announced anything on this topic. Then I see the user scenarios wiki page and see you are up to 5 scenarios. Cool! I hadn't thought you had finished more than 3.
Guest

Post by Guest »

Anonymous wrote:
Anonymous wrote:The Siege of Barag Gór is not winnable.
Which version of the campaign are you using and with version of wesnoth?
Version 0.4 of the campain and Wesnoth 0.6.99.4
Perhaps letting him start level 1 would be better.

Yes please start him at level 1. It adds so much to the game, being able to develop the team.

Keep up the good work!
Dobob
Posts: 123
Joined: October 6th, 2003, 9:21 pm

Post by Dobob »

Tried The Siege of Barag Gór (version 0.4) and I think I know the problem.

If you send your leader to the road before sending all three doctors, it won't work because the winning event is only triggered once, and the [if] discard it. You should add a first_time_only="no" in it (I haven't tested it yet, though).
Guest

Post by Guest »

Moving the priests in first, and then Kapou'e did the trick.

The next mission, The Harbour of Tirigaz was really good. Being flanked by undead, I had to accept some grieving losses to my already built up army. It was tough to see a unit from the first mission being slaughtered here. In other words, a very nice level, because winning everything easy is not fun at all.

Also I liked the long night, making 20 turns into one night is a good idea. The problem though, is that I survive, but still loose. All 3 priests, my Grüü and Kapou'e are all in good shape at the end, but still I loose the level. Bug?


All the best
Dobob
Posts: 123
Joined: October 6th, 2003, 9:21 pm

Post by Dobob »

I also did the trick of putting Kapou'e only after the priest (and it worked). Now I'm on the next level, but since you forgot to add a winning event on turn 20, I have lost my 3 troll warriors and my 4 trolls I promoted in this level (on Medium). I must say that Brüü is right when he says it will be a good training :P .
kittel

images

Post by kittel »

Hi there,

In my version of the orc campaign, the images showed up ugly with a black background.

I therefore quickly hacked the images to have alpha transparent background and shadow. I have provided them here in case you find them useful.

Note however that i did it without much finesse, but see for yourself.

Cheers,
Thomas
benj
Posts: 103
Joined: November 24th, 2003, 6:19 pm
Location: Paris, France
Contact:

Post by benj »

Dobob wrote:Tried The Siege of Barag Gór (version 0.4) and I think I know the problem.

If you send your leader to the road before sending all three doctors, it won't work because the winning event is only triggered once, and the [if] discard it. You should add a first_time_only="no" in it (I haven't tested it yet, though).
You're right ! Many thanks, I will change this.

Guest wrote: Also I liked the long night, making 20 turns into one night is a good idea. The problem though, is that I survive, but still loose. All 3 priests, my Grüü and Kapou'e are all in good shape at the end, but still I loose the level. Bug?
Yes. I changed the victory conditions to "killing both leaders" but forgot to update them. :oops:

kittel wrote: I therefore quickly hacked the images to have alpha transparent background and shadow. I have provided them here in case you find them useful.
I did the same in version 0.4.0 of the campaign. But many thanks for your help, I will see if your images are better than mine, quickly converted too.


FYI, a new level is being written and will happen in the sordid desert of Death, with Kapou'e and Grüü fighting against giant scorpions and desert ghouls ! I will try to make more announcements on this forum to keep people informed of this campaign's progress.
quartex
Inactive Developer
Posts: 2258
Joined: December 22nd, 2003, 4:17 am
Location: Boston, MA

Post by quartex »

I've played up to level 3 and I like the improvements you have made to the campaign. The dialog in your levels is a bit sparse. In the beginning of level 2, the dwarves says the orcs should be "too tired to live", which sounds a bit odd, why should be orcs be exhausted? Perhaps a comment like "how dare these puny orcs enter our lands, we shall drive them back whence they came!". Also a comment from Kapoue about finding allies with the trolls in the mountains might be useful, in case the player forgot from the previous level. I'm not sure if it is possible to finish the second level without triggering the trolls, but if it is, it would be helpful to tell the player to search for them as they fight their way through the level.

Also in level 3 you have the dialog "Thus Kapoue launched his desperate attack to stop the siege of Barag Gor". I'd suggest you change "stop" to "break" or "end". It's an issue of grammer, but when referring to sieges "break" or "end" might be better word choices. I'd say "Thus Kapoue launched his desperate attempt to break the siege of Barag Gor" instead.

I also had a problem with the title of the 3rd level The Siege of Barag Gor, when beat the second level and tried to save the game it said I was unable to save the game. I then edited the name of the save file to "The Siege of Barag Gor 2" and it saved. But now when I look at the list of saved game, the filename of the save is "The Siege of Barag Gó!@". So Later savefiles also had random characters after the accented o, perhaps the save system doesn't like accents?

Finally shouldn't the orcish witch doctors have the cure ability, or are they supposed to be more like mages? What is the curing unit for the orcs? And seeing the slayer in level 3, I really hope we get to be able to summon orcish assassins soon.
quartex
Inactive Developer
Posts: 2258
Joined: December 22nd, 2003, 4:17 am
Location: Boston, MA

Post by quartex »

Playing level 3 I found a few more messages that could use a bit of tweaking in their grammar.

1. "Yes, but I can see that more are pouring from the forest. We are not in security"

"We are not in security"
should be:
"We are not safe yet" or to use a common expression "we're not out of the woods yet"

2. "You are right, we have to leave to a safer place. You have helped us, would you help us again and escort us to the Harbour of Tirigaz?"

"we have to leave to a safer place."
should be:
"we have to leave for a safer place" or, even better "we have to go to a safer place"

And I'm not sure if Harbour is correct in British english, but in the U.S. it is spelled Harbor.

3. "Yes, I need to ask for assistance to the whole council, I'm with you."

"Yes, I need to ask for assistance to the whole council"
should be:
"Yes, I need to ask for assistance from the whole council"

4. "Excellent. This is a dangerous journey, as we have to take a road near the elvish forest. This is the road near this yellow farm."

I'd use "the yellow farm" or "that yellow farm" since the witch doctor is not next to the yellow farm when he says this. Also it would help if you could have the screen pan over to the yellow farm after he says this, so players know where to go.

Finally, I had trouble completing this mission becuase I didn't understand that kapoue had to go along with the witch doctors. You should be moire explicit and tell the player that kapoue and the witchdoctors much reach the edge of the map by the yellow farm to win.

Also reading through the code of this scenario I saw the message:

"Danger is away, now. Hurry up Kapou'e, come with us, we need to reach Tirigaz as soon as possible."

"Danger is away, now". should be something like:

"We're out of harm's way, finally." or just "We're safe, finally."

This message never appeared, even when I got the witch doctors away and kapoue stayed behind, so that's why I was confused what I was supposed to do to win.



It would be really great with some of these scenarios if Wesnoth supported changing scenario objectives. Not allowing the scenario objectives to changes or be added to mid-level, makes some of these level very confusing.
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