The Ravagers - SP campaign - [Feedback and development]

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Re: The Ravagers - SP campaign - [Feedback and development]

Postby ydcl » August 24th, 2017, 10:30 pm

I use debug mode for testing, but if I miss an important event, then I'm going to play on normal mode to continue.
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Re: The Ravagers - SP campaign - [Feedback and development]

Postby WhiteWolf » August 26th, 2017, 7:38 pm

You say you received an unknown 'ravager longbowman' unit type error. I've scanned the code of that scenario, and ravager longbowmen are not mentioned once. I can't reproduce the bug. Again, without a replay, or without elaboration on exactly how to reproduce that bug (what to recruit, where to go, what enemy to kill, which turn it was, generally what you did before it occured (which is the reason why replays are cool ;) )), I don't know what else to do.
That is a map with Cormac vs. elves. Ravagers do not spawn, they are not supposed to be recalled or recruited. Without further data, my only guess is that you jumped something in debug mode.
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Re: The Ravagers - SP campaign - [Feedback and development]

Postby ydcl » August 27th, 2017, 10:21 am

When I type :n in debug mode this scenario don't load. Maybe is because I need to do something in the previous one.
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Re: The Ravagers - SP campaign - [Feedback and development]

Postby WhiteWolf » August 27th, 2017, 8:35 pm

Do not use :n on Trails of a Mage scenario.

This is what's causing is problem. You mustn't jump over the map, because events from the end are missing that twist the side values. This is what's throwing you the unknown ravager type error (I managed to reproduce it this way). This is what I wrote 2 posts ago, that using debugging will get you mysterious errors.

If you insist on jumping through the map without playing, just spawn a unit nearby, and move it to that bloody hut tile.....


EDITED:
OK, the game crashes with this error message, because there is indeed a typo in the code, I fixed that for the sake of being bug-free, but still, the previous recommendation applies - jumping that map with :n will result in a crippled gamestate always. (units won't be unstored).


EDITED:
Info on 1.0.17: I'm trying to finish my hungarian translation, and then update to 1.0.17. It will contain the fix to this issue, higher aggression to trolls on map20, and a rebalance to map6. :)
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Re: The Ravagers - SP campaign - [Feedback and development]

Postby WhiteWolf » September 12th, 2017, 4:13 pm

I've finally uploaded 1.0.17 with the following changes:
1.0.17 Change log:


Two complete translations have been added: German, thanks to Chewan, and my Hungarian translation.
I have updated the front page accordingly.
Development won't stop, future versions will bring lots of polishing and fine-tuning. :)

Best,
WhiteWolf
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Re: The Ravagers - SP campaign - [Feedback and development]

Postby Paulomat4 » October 15th, 2017, 4:27 pm

Hello WhiteWolf,

I finally got around playing this campaign :). I'm really enjoying it until now, the story is great and the scenarios are many and diverse.
Here are a few things that I noticed though that you might want to improve or not:

- After the second battle scenario there's one story part that is not translated. The part that starts with: "I used all those years to discover the identities...". I don't know if this is a problem with the string or with the translation (I'm playing in german). Anyway, maybe the translator is also reading this. The rest of the translation is flawless and really good as we know it from chewan's translations. :)

-the same thing goes for:
-the Unit descriptions of the high lady and the lady captain, while the generalissima has a translation.
-The first thing Dayton blackwood says in Prestim "This is it. the slaver field of prestim...", the following sentence of wurmasch (the goblin) and the mechani story dialogue that comes afterwards.

- Is there a reason that all of the orc guardians are loyal in scenario 5 (the duel)? I suggest Using the {GENERIC_UNIT} macro instead of {LOYAL_UNIT}. If that is intended, forget what I just said.

- The gold is carried over between battle and story scenarios. I don't know if this is intended? Especially since you can spend gold fro time to time in story scenarios.

That's it so far, I will post more later.

Greetings,
Paulomat4
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Re: The Ravagers - SP campaign - [Feedback and development]

Postby Chewan » October 16th, 2017, 1:55 pm

Paulomat4 wrote:The rest of the translation is …

:D Pleased to read that – thanks!
Paulomat4 wrote:story part not translated + first thing Dayton Blackwood says in Prestim + Maggoth's reply + explanation 'freeing slaves'

Eh? The translated strings are in the v1.0.17 mo-file (can be opened with text editor like Notepad) and do show in my game…
Spoiler:

Paulomat4 wrote:same goes for Unit descriptions of high lady + lady captain – generalissima has a translation

Right. Lady General.cfg has the correct textdomain – High Lady, Lady Captain and other unit descriptions will be fixed once the author gets around to it. :)
Paulomat4 wrote:the story is great and the scenarios are many and diverse

Aren't they! A few units – like thunder-gunning spearmen or saurian slurbow archers – are a little bizarre I daresay, but the main characters are very likable and the humorous events at the inn brighten that story of pure revenge. Fortunately, the heroes liberate the North from a (quite smart) tyrant at one go – killing a thousand for the benefit of having taken vengeance for the death of four elves is more justifiable… :mrgreen:
The visual effects are great (the blood splatters and traces, for example, are not overly macabre, IMO), and I appreciated WhiteWolf's emphasis on the music! He even wrote Narduum's Theme himself…
TRs is really recommendable – one more example of what can be done with BfW.
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Re: The Ravagers - SP campaign - [Feedback and development]

Postby WhiteWolf » October 16th, 2017, 8:05 pm

Hello :)

Paulomat4 wrote:there's one story part that is not translated. The part that starts with: "I used all those years to discover the identities...".

I switched to german, and it seems fully translated here as well. I don't see how such a case could arise, 1.0.17 is the first and only version with translations. :hmm:

The first thing Dayton blackwood says in Prestim

This one is missing here as well. It's my mistake, I fixed a typo in the text which I forgot to update with the translations, I guess it's missing in the Hungarian as well.

unit descriptions

These are on the long queue awaiting fixing. I am among those who barely read unit descriptions, therefore in most cases, even the original text is full of mistakes, is too short, is only a "TODO", or in some cases, only a "." :D I will fix unit descriptions when I find the time, and all else is satisfactory, but it's a slow progress. :(

- Is there a reason that all of the orc guardians are loyal in scenario 5 (the duel)?

Yep, not to weigh down the income of the enemy, and it reflects it better, that those units are in guardian mode. :)
(By the way, they are spawned with SCATTER_UNITS randomly, their loyal feature is intentional :) )

- The gold is carried over between battle and story scenarios.

This is a leftover from the pre-alpha versions where mechanics were a bit different, and I didn't fix it yet, I guess gold should be carried over from battle-to-battle, leaving the inn with Dayton's private purse indeed. I hope I'll fix this with 1.0.18 :)



Chewan wrote:TRs is really recommendable – one more example of what can be done with BfW.

Thanks for the kind words :) I'm glad you liked Narduum's theme :D

I'm about at the half of the fixlist. I plan to do some more fixes and stuff before releasing 1.0.18.
There are some new texts, many texts rewritten as suggested, so I plan it this way: when it's finished, I'll upload 1.0.18, then when the translations are adjusted, it'll be updated to 1.0.18a, the only change with the updated translations :)

You must excuse my absence, I hope I'll have more time to focus on Wesnoth soon. :) But I can't say for sure how fast I can work.

Best regards,
WhiteWolf
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Re: The Ravagers - SP campaign - [Feedback and development]

Postby Paulomat4 » October 17th, 2017, 11:23 am

Eh? The translated strings are in the v1.0.17 mo-file (can be opened with text editor like Notepad) and do show in my game…

I switched to german, and it seems fully translated here as well. I don't see how such a case could arise, 1.0.17 is the first and only version with translations. :hmm:

Well, I didn't look into the issues so I don't know as well. Maybe again you did a few text rewrites?
I can provide screenshots if you want.
I'm playing on 1.12.6 with the newest version of the ravagers from last week, if that helps :hmm:

I'm about at the half of the fixlist.

I hope I can finish the campaign before you finish your fixlist :lol: I'll just continue noting what I notice.

So, going on:
the following string are again missing a translation:
-"Cormac and his father in law, the king..." in scenario 6

Other things that I noticed:
-In scenario 6 when the heroes enter the house, It is written that dorthar didn't dare to put away his sword. But he has a warhammer as weapon. (atleast at lvl 3)
-In the sixth secenario during the battle, all of the starting unit you get are loyal but do not have the loyal overlay except one of them who is actually not loyal but strong resilient. (Playing as Déachir)
-Why does the lvl 3 flanker have only so few hp? 48 at lvl 2, 50 at lvl 3? I think he should at least have 55-60 hp. A 2hp increase seems a bit useless to me.

Greetings,
Paulomat4
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Re: The Ravagers - SP campaign - [Feedback and development]

Postby Chewan » October 18th, 2017, 2:00 pm

Paulomat4 wrote:scenario 6: Dothar didn't dare to put away his sword. But he has a warhammer…

Yeah, he was already told to enter the hut first, sword drawn. I pay attention to such details too, but this situation didn't strike me as odd. I would imagine it was the short sword of his going-out gear (not listed as battle weapon in his stats). Would you shoulder a massive warhammer for a rendezvous with a lady? Dothar is 'the muscle' – still, keeping his hammer up throughout the entire conversation would be strange, and tiring… :mrgreen:
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Re: The Ravagers - SP campaign - [Feedback and development]

Postby WhiteWolf » October 19th, 2017, 7:45 pm

Paulomat4 wrote:Well, I didn't look into the issues so I don't know as well. Maybe again you did a few text rewrites?

Maybe. When the fixlist is done, an update to the .po-s will be neccessary anyway, that should solve it :)


I hope I can finish the campaign before you finish your fixlist :lol:

There's hardly any realy danger of me finishing that list in a hurry :D I have lots to do these months, I doubt I could finish before December.

-In scenario 6 when the heroes enter the house, It is written that dorthar didn't dare to put away his sword. But he has a warhammer as weapon.

As Chewan said, holding a warhammer at the ready during a conversation, now that would be odd :D Not listed as a usable weapon, yes, but let's suppose he has a short sword as a "sidearm", most medieval officers did.

all of the starting unit you get are loyal but do not have the loyal overlay except one of them who is actually not loyal

Now that was a bug, fixed it. :)

Why does the lvl 3 flanker have only so few hp?

But he also gains the skirmisher ability, reduced movement costs on frozen, and increased resistance to pierce. Though I agree, these may not be as useful as larger HP increase would be, so I've increased the HP to 54, added increased blade resistance as well, and reduced mountain & swamp movement costs.

There's a couple of stuff around map 7 and 9 that are already fixed, but are still present in 1.0.17:
Spoiler:
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Re: The Ravagers - SP campaign - [Feedback and development]

Postby WhiteWolf » Yesterday, 6:11 pm

Hello there,

I've reached the end of the fixlist :)
This means, 1.0.18 is uploaded to the servers:
1.0.18 Changelog:


The list is very long this time with many bugfixes, new implementations, reworks, some added and some removed content.
Due to this, if you are playing the game in German language, do not download the update yet :!:
The German translation has expired because of the many new dialogues and revised texts. 1.0.18a will hopefully be uploaded soon with the refreshed translation :)

As a larger update, new bugs could have been introduced, though it is not probable.
Still, if you find any bugs, please report them.

The [known_issues] tag on the frontpage of this forum has also been updated.

Soon I plan to start to work on 1.2.0 with changes that will no longer be compatible with saved games from 1.0.x series.
Best regards,
WhiteWolf
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