1.12 SP Campaign, Fate of a Princess (& Northern Forces)

Discussion and development of scenarios and campaigns for the game.

Moderator: Forum Moderators

Post Reply
Anonymissimus
Inactive Developer
Posts: 2461
Joined: August 15th, 2008, 8:46 pm
Location: Germany

Re: 1.6.x SP campaign, Fate of a Princess

Post by Anonymissimus »

SkyOne wrote:
Elvish_Hunter wrote:In UTBS there is the code for Kaleh's armor AMLA ("gain +10% resistance to blade, pierce and impact"). My WML knowledge is quite limited, but I suppose that it will work. You'll find it in \data\campaigns\Under_the_Burning_Suns\units\Kaleh.cfg.
It seems triggering the same advancement twice is impossible for the resistance.
Afaik no, it's quite possible. You can also look in amla.cfg in my campaign. E.g. DK_AMLA_MAGIC_RESISTANCE can be applied two times, is tested and works fine. Perhaps you forgot to set max_times=...?
Whenever I try to understand Kahleh.cfg, my head tends to explode, since that file also contains the variations and such.
After all, that amla stuff is a rather easy wml task if you've used effect wml before. I had seen it in your campaign SkyOne and liked it so much that I decided to make some amlas, too. :)
projects (BfW 1.12):
A Simple Campaign: campaign draft for wml startersPlan Your Advancements: mp mod
The Earth's Gut: sp campaignSettlers of Wesnoth: mp scenarioWesnoth Lua Pack: lua tags and utils
updated to 1.8 and handed over: A Gryphon's Tale: sp campaign
User avatar
SkyOne
Posts: 1310
Joined: January 3rd, 2009, 7:23 pm

Re: 1.6.x SP campaign, Fate of a Princess

Post by SkyOne »

You are right, Anonymissimus! I downloaded yours, then installed the code you have, and it works fine. It is even simpler than one I used to have. Thanks a lot.:smile:

Notice: the version 0.3.3 has been released in six-hours after the version 0.3.2 had been released. Sorry, users who downloaded 0.3.2. The new version is almost the same as 0.3.2, except Zylvia's amla-advancement and the enemy-gold and income on the scenario 5, Capturing Dorest.
Anonymissimus wrote:After all, that amla stuff is a rather easy wml task if you've used effect wml before. I had seen it in your campaign SkyOne and liked it so much that I decided to make some amlas, too.
I am glad to hear it. Amla-advancement is not a hard coding, but it makes campaigns cooler, especially long one. I learned it from OSJ's Sceptre of Life after asking him to copy it.

Anyway, my campaign, Brave Wings, right? SkyOne is my user name.:smile:
Fate of a Princess/feedback thread: "What is in own heart that is the most important, not who you are."
Drake Campaign: Brave Wings/feedback thread, Naga Campaign: Return of the Monster, Saurian Campaign: Across the Ocean
Northern Forces - now on 1.12 server
Anonymissimus
Inactive Developer
Posts: 2461
Joined: August 15th, 2008, 8:46 pm
Location: Germany

Re: 1.6.x SP campaign, Fate of a Princess

Post by Anonymissimus »

SkyOne wrote:
Anonymissimus wrote:After all, that amla stuff is a rather easy wml task if you've used effect wml before. I had seen it in your campaign SkyOne and liked it so much that I decided to make some amlas, too.
Anyway, my campaign, Brave Wings, right? SkyOne is my user name.:smile:
:lol:
I mean
I had seen it in your campaign, SkyOne, and
This campaign here is now on the to-play-list, too.^^
projects (BfW 1.12):
A Simple Campaign: campaign draft for wml startersPlan Your Advancements: mp mod
The Earth's Gut: sp campaignSettlers of Wesnoth: mp scenarioWesnoth Lua Pack: lua tags and utils
updated to 1.8 and handed over: A Gryphon's Tale: sp campaign
User avatar
SkyOne
Posts: 1310
Joined: January 3rd, 2009, 7:23 pm

Re: 1.6.x SP campaign, Fate of a Princess

Post by SkyOne »

Anonymissimus wrote:This campaign here is now on the to-play-list, too.^^
I hope that you have not played this one, yet. :smile:


The new version, 0.3.4, has been released.

I was able to play the part one which had not been touched for a while at last weekend, then realized that the players possibly lose the interest to play the campaign because of the difficulty of scenario 2 and 3. Those two scenarios were much more difficult than the other scenarios.

So the point of the new release at this time is to make the part one more enjoyable. The scenario 1 to 3 have been balanced and the maps have been touched up in the part one, except scenario 3b.

The first map of the part two has also been modified.

Other chabges:
*Fixing the animations of one of Drake Alchemist's ranged attacks.
*Adding the icons for Foap Disfuser and Black Knight image.
*Making Caravans and Cannon to the loyal units.
*Polishing up the image of Cannon.
*Replacing Zylvia unit from Noble Archer to Elvish Archer (because of un-necessity).
*Replacing Baldres's portraits.
*Replacing an item and editing the code on scenario 17, Dragon Cave.

We plan to change more parts on this campaign in the future to make it better. Even so, the feedback will be great thankful.


thanks
Fate of a Princess/feedback thread: "What is in own heart that is the most important, not who you are."
Drake Campaign: Brave Wings/feedback thread, Naga Campaign: Return of the Monster, Saurian Campaign: Across the Ocean
Northern Forces - now on 1.12 server
User avatar
StandYourGround
Posts: 256
Joined: May 13th, 2009, 2:16 am
Location: On a blue ball spinning through space at incomprehensible speed

Re: 1.6.x SP campaign, Fate of a Princess

Post by StandYourGround »

Sounds good, maybe I'll actually try it again.
I will now resume lurking silently.
User avatar
SkyOne
Posts: 1310
Joined: January 3rd, 2009, 7:23 pm

Re: 1.6.x SP campaign, Fate of a Princess

Post by SkyOne »

StandYourGround wrote:Sounds good, maybe I'll actually try it again.
Thanks. It is a bit better even the part two, now.


The new version 0.3.5 is on the Add-Ons. A bug was found on scenario 8 on EASY difficulty. From my personality, I cannot leave it.
The new units for Elvish Lieutenant and Saurian Guard/Champion have replaced with the new images on this edition as the same id. Now, players are able to start with level=1 Lieutenant at the beginning of the part two, and it will advance to the previous Lieutenant on the scenario (it's called Elvish Officer, now). In the case of advancement of the unit on the scenario, XP will be added as the credit to Elvish Major on the end of the next scenario.

The ability of REGENERATES on the scenario 11 is now called RECOVERY, and heal itself 4HP per turn because healing itself 8HP is too much. (still removable from the poison)

Also, scenario 6-14 have been touched up. They should be balanced more from my point of view, except the scenario 6, 7, and 11, so I will. But feedback will be very helpful and thankful for doing it.


thanks
===========================================================================================
Edited on Nov, 15.

Now, the version 0.3.6 is out with touching up the scenario 15-21. The biggest change is the scenario/maps 17 and 20. Both are the cave-maps. I should not tell much about them on the forum.:smile: But both are more interesting to play now. The strategies to finish the scenarios have been changed slightly for both of them.

Some bugs are fixed on this edition, like the crystal bow animations for Elvish Marksman and Elvish Sharpshooter. My coding master, mich, has fixed it. Also, the Wose, named Muruatuumbië, was not supposed to be recalled back on the scenario 19, Striking Back, but it was. So fixed it. (it will still show on the recall-list if players download the latest edition, 0.3.6, after playing scenario 7.)

Balancing the game is still needed anyway for some scenarios.


thanks again
Fate of a Princess/feedback thread: "What is in own heart that is the most important, not who you are."
Drake Campaign: Brave Wings/feedback thread, Naga Campaign: Return of the Monster, Saurian Campaign: Across the Ocean
Northern Forces - now on 1.12 server
User avatar
SkyOne
Posts: 1310
Joined: January 3rd, 2009, 7:23 pm

Re: 1.6.x and 1.7/1.8.x SP campaign, Fate of a Princess

Post by SkyOne »

Now, this campaign is available on BfW 1.7/1.8. However, I have not had chance to test it yet on 1.7.8.
I am sure it is playable, but I am not sure how many bugs in there. So If players would like to enjoy playing, I recommend to play one in 1.6.x. I also have updated for it as version 0.3.7.

Of course, playing and testing one on 1.7.8 (version 0.4.0) will be a great appreciation although the art-work for some of drakes is not finished, yet, just the same as Brave Wings. Drakes actually behave differently from Brave Wings in this campaign when they fly. Drake Fighter flies on my way, but I have not installed the other drakes in the folder. So we have to wait how the default drakes are going to be.

West's one of the masterpieces, Journey's End, is in the default music folder in 1.7/1.8. So the size of the campaign is currently not big. I might install another West's music into this campaign in the future. Also, some images, like Snow Shaman/Druid/Fairy, might be replaced the current images after finishing all drakes art-work. (they should not be desert elves.:smile:) Of course, helping to create them will be many appreciations.


thanks

--------------------------------------------------------------------------------------------------------------------

Edited on Nov, 27

The new version 0.4.1 is on the 1.7/1.8 add-ons server.

*fixed some bugs.
*added minimum animations, including flopping the wings, for Drake Lord.
*modified some scenario/maps.
*added a loyal unit, Dwarvish Scout, at the scenario 11, Drake Lord.


thanks again
Fate of a Princess/feedback thread: "What is in own heart that is the most important, not who you are."
Drake Campaign: Brave Wings/feedback thread, Naga Campaign: Return of the Monster, Saurian Campaign: Across the Ocean
Northern Forces - now on 1.12 server
shisui
Posts: 18
Joined: February 6th, 2009, 2:42 pm

Re: 1.6.x and 1.7/1.8.x SP campaign, Fate of a Princess

Post by shisui »

It appears that Princess Ameck has no Zone of Control.
If this is intentional, I would appreciate being told when she first joins me.
Attachments
Cropped Screenshot from "Striking Back"
Cropped Screenshot from "Striking Back"
NoZOC.png (427.1 KiB) Viewed 5514 times
User avatar
SkyOne
Posts: 1310
Joined: January 3rd, 2009, 7:23 pm

Re: 1.6.x and 1.7/1.8.x SP campaign, Fate of a Princess

Post by SkyOne »

shisui wrote:It appears that Princess Ameck has no Zone of Control.
If this is intentional, I would appreciate being told when she first joins me.
Thanks for reporting, shisui. Posting with the screen shot is very helpful. It was not in purpose. It was a real bug. Also, AMLA_DEFAULT is probably not on the file for Drake Battler on the edition that you are playing. Sorry about them. I just uploaded the fixed version as 0.4.5 on 1.7/1.8 add-ons server. Thanks so much.:smile:

P.S. Is the alignment of Drake Battler on the screen chaotic? :wink:


At this time, I skipped some versions because I changed the recruitment list on the new edition after scenario 11, Drake Lord. The followers for Dwarvish Warden (Turuk unit) were all drakes, but it was not so reasonable, so a new unit (Dwarvish Attendant) has replaced Drake Burner on the new edition, 0.4.5. (I actually would like to hear some opinions about it.)

Therefore, crossing with the version 0.4.1 is no longer impossible after scenario 11. I (will) keep the same list for the version on the 1.6 server. (currently version 0.3.7)

There are still some bugs, like "status=stoned" on the new edition in 1.7/8, but the balance of the game is getting better on it.
Fate of a Princess/feedback thread: "What is in own heart that is the most important, not who you are."
Drake Campaign: Brave Wings/feedback thread, Naga Campaign: Return of the Monster, Saurian Campaign: Across the Ocean
Northern Forces - now on 1.12 server
shisui
Posts: 18
Joined: February 6th, 2009, 2:42 pm

Re: 1.6.x and 1.7/1.8.x SP campaign, Fate of a Princess

Post by shisui »

Thank you for the fix.
While I have faith it will work, I will test it tomorrow.

No, this drake is in reserve until dawn. I did enjoy discovering your easter egg. I was tempted to give it to Turuk, for the irony, but I had a local drake who needed it more.

***
Edit: Guess I need to go back to 11 & restart from there.
User avatar
SkyOne
Posts: 1310
Joined: January 3rd, 2009, 7:23 pm

Re: 1.6.x and 1.7/1.8.x SP campaign, Fate of a Princess

Post by SkyOne »

shisui wrote:
SkyOne wrote:P.S. Is the alignment of Drake Battler on the screen chaotic?
No, this drake is in reserve until dawn. I did enjoy discovering your easter egg. I was tempted to give it to Turuk, for the irony, but I had a local drake who needed it more.
You mean to create the cave master? :smile:
shisui wrote:Edit: Guess I need to go back to 11 & restart from there.
Well, just to test it, your saving file will probably work. You can also recruit Dwarvish Attendant, but Rambaltas will be Dwarvish Explorer. If you would like to play the way it is, yes, you have to restart scenario 11 or 12. (sorry about it. Snow Shaman/Druid/Fairy is new color though.:smile:)

To be honest, the new version was ready on last Wednesday, but my keyboard broke down before upload it after using it almost ten years. After trying to fix it myself in two days, I realized that I had to buy a new one, then I saw your post before uploading it.

thanks a lot anyway.
Fate of a Princess/feedback thread: "What is in own heart that is the most important, not who you are."
Drake Campaign: Brave Wings/feedback thread, Naga Campaign: Return of the Monster, Saurian Campaign: Across the Ocean
Northern Forces - now on 1.12 server
shisui
Posts: 18
Joined: February 6th, 2009, 2:42 pm

Re: 1.6.x and 1.7/1.8.x SP campaign, Fate of a Princess

Post by shisui »

skyone writes:
> (how was Hydra Cavern on FoaP? I have struggled for long time to balance it.)

That was by far the hardest scenario, as far as I got.
• In my first attempt, I recruited for speed & was the first to reach the contact cavern. There wasn't much left by the time that [edit: Merllow] caught up to them.
• In the version that I kept, I recruited for efficient training & rotated a mix of level 1 units through the front line with a line of leaders in 2nd rank. This, too, was not easy as there is very little healing available and I regularly had to pick which units had to die for lack of sufficient hospital space. Once I had full control of that chamber (which happened as soon as a few of my recruits promoted), the scenario was much easier.

I would have really appreciated 2 small changes in this map --
1) that it only takes 1 movement instead of 2 to enter a water village (make the underlying terrain a ford or reef instead of shallow water). Mostly, the units that died were anything that did not have "quick".
2) one more village near that first contact point easily accessible to me so that I can heal an additional unit every turn.

Overall, I really like this scenario.

PS: Is there a reason that you do not have a scenario for Baldres' attack on Elengavion ?

If you elect to add this map -- I would suggest that Baldres be given a base & the right to recruit only for the 1st turn & a map where he must move fairly fast to defeat Melindë & depart before the elves can deploy enough troops to cut off his retreat. Victory -- Some unit must "kill" (capture) Melindë; Baldres must exit before time runs out; the unit that captures Melindë must exit before time runs out. All other units are expendable. Elves get 2 or 3 basecamps (depending on the map size), not on the obvious route to Melindë; each captain has plenty of gold, but may only recruit level 1 units as the elves are not prepared for war at this time. Melindë probably has level 2 elves for escort, but no castle to recruit from & is stationary in a "scenic" location.
Last edited by shisui on December 9th, 2009, 12:38 am, edited 1 time in total.
User avatar
SkyOne
Posts: 1310
Joined: January 3rd, 2009, 7:23 pm

Re: 1.6.x and 1.7/1.8.x SP campaign, Fate of a Princess

Post by SkyOne »

shisui wrote: skyone writes:
> (how was Hydra Cavern on FoaP? I have struggled for long time to balance it.)

That was by far the hardest scenario, as far as I got.
• In my first attempt, I recruited for speed & was the first to reach the contact cavern. There wasn't much left by the time that Kasii caught up to them.
• In the version that I kept, I recruited for efficient training & rotated a mix of level 1 units through the front line with a line of leaders in 2nd rank. This, too, was not easy as there is very little healing available and I regularly had to pick which units had to die for lack of sufficient hospital space. Once I had full control of that chamber (which happened as soon as a few of my recruits promoted), the scenario was much easier.

I would have really appreciated 2 small changes in this map --
1) that it only takes 1 movement instead of 2 to enter a water village (make the underlying terrain a ford or reef instead of shallow water). Mostly, the units that died were anything that did not have "quick".
2) one more village near that first contact point easily accessible to me so that I can heal an additional unit every turn.

Overall, I really like this scenario.
Thanks. You probably mean Dragon Cave, instead of Hydra Cavern, right?
Yes. That is the one of the hardest scenarios in the entire campaign. Also, that is the one of the reasons why a new dwarf unit has replaced Drake Burner on the recruitment list. The dwarf unit becomes ex-Rambaltas unit on the new edition, 0.4.5, as Dwarvish Professor. It is supposed to make the scenario more enjoyable. (Drake Burner is still available to recruit on the scenario as the same as the previous edition.)
shisui wrote:PS: Is there a reason that you do not have a scenario for Baldres' attack on Elengavion ?

If you elect to add this map -- I would suggest that Baldres be given a base & the right to recruit only for the 1st turn & a map where he must move fairly fast to defeat Melindë & depart before the elves can deploy enough troops to cut off his retreat. Victory -- Some unit must "kill" (capture) Melindë; Baldres must exit before time runs out; the unit that captures Melindë must exit before time runs out. All other units are expendable. Elves get 2 or 3 basecamps (depending on the map size), not on the obvious route to Melindë; each captain has plenty of gold, but may only recruit level 1 units as the elves are not prepared for war at this time. Melindë probably has level 2 elves for escort, but no castle to recruit from & is stationary in a "scenic" location.
Ooo, interesting! It might be in the future.
As I mentioned on the very first post, the part one did not exist when I started creating the campaign. It was supposed be just in the pre-game storyline. However, there were like ten paragraphs before starting the game, and I would not like to cut off the story about Baldres. Then I decided to create a two-part campaign.

The part one is actually a kind of short, so it will be possible to add scenario(s). Thank you for an interesting idea.:smile:
Fate of a Princess/feedback thread: "What is in own heart that is the most important, not who you are."
Drake Campaign: Brave Wings/feedback thread, Naga Campaign: Return of the Monster, Saurian Campaign: Across the Ocean
Northern Forces - now on 1.12 server
breversa
Posts: 112
Joined: August 10th, 2005, 10:32 am
Location: France
Contact:

Re: 1.6.x and 1.7/1.8.x SP campaign, Fate of a Princess

Post by breversa »

Hi again SkyOne,

First of all, let me (once again) say how good I find your campaign, or more precisely, how they suit my liking : several secondary characters, personnalized AMLAs, "power-up" items to be found, exploration maps, etc. ;-)

However, here are a few comments to make it even better (I hope !) :

- I made the mistake of dismissing my elven recruits, prefering to recruit fresh and cheaper ones rather than recalling them. To my bad surprise, I discovered that I could not recruit them anymore... and that I'd have to make do with peasants and woodsmen (and later drakes). Maybe a word of warning at the start of scenario 2 would be a good idea ?

- Zylvia's Shield AMLA seems to do nothing. Her description always shows here as having 0% VS everything (save one -10% weakness). And BTW, once I chose the Orichalcum Foil AMLA for my leader, I couldn't choose it again later, while I could choose the Magical Amulet AMLA several times. Is that normal (or do I remember wrong ?) ?

- The Staff of Speed and Health Potion (it may not be their exact names) in scenario... huh... were you first meet trolls are too far away from the main battle zone : When I discovered them, I reloaded from the start of the battle, sent my white mage to get the option and his assistant to get the staff, but they were so far that the battle was over before they could join in the fight.

- It appears that ennemies' income is quite high, allowing them to continuously pump up units throughout the battle. That's not too bad if you like big battles, but it makes finishing leaders difficult, as you need to kill units in the castle AND occupy their hex in the same turn, or else the leader will recruit a brand new unit to shield himself (saurians might help, but I have not even considered recuiting them for a snow/mountain battle...). It's especially tedious in the "Orc coalition" (again, I can't remember the exact name of the battle) where the surviving leader gets a huge gold AND income boost when the others have been killed. I found myself keeping one leader alive and occupying its castle hexes while a second force was killing the other leader, and only then I killed the surrounded one.

That's all for now ! I might add more comments later, if you don't mind... :-)
French translation contributor
Giventofly08
Posts: 9
Joined: December 9th, 2009, 7:05 pm

Re: 1.6.x and 1.7/1.8.x SP campaign, Fate of a Princess

Post by Giventofly08 »

breversa wrote: - It appears that ennemies' income is quite high, allowing them to continuously pump up units throughout the battle. That's not too bad if you like big battles, but it makes finishing leaders difficult, as you need to kill units in the castle AND occupy their hex in the same turn, or else the leader will recruit a brand new unit to shield himself (saurians might help, but I have not even considered recuiting them for a snow/mountain battle...). It's especially tedious in the "Orc coalition" (again, I can't remember the exact name of the battle) where the surviving leader gets a huge gold AND income boost when the others have been killed. I found myself keeping one leader alive and occupying its castle hexes while a second force was killing the other leader, and only then I killed the surrounded one.
First off, great campaign so far; tons of fun and variety. However I do have to agree with what Breversa posted. I like playing campaigns on hard, and the campaign has caused quite a lot of frustration in that it's near impossible to get to the leader in the turns provided. I've had to extensively reload some rounds for the sole purpose of almost having to hit 80% on everyone to even have a chance at the leader. I don't know how cheap southern orc units are, but on the Coalition of Orcs map I split my group into 2, killed both leaders in the corners and converged on the final leader with about 12 turns out of the 22 left. By the time I got close enough to the final leader I was on turn 21 and most of my guys were severely injured and it took a lot of reloads (even though most of my guys were already max leveled) to punch through to have a chance at the leader before time expired. They were getting about 60 gold a turn, and creating 4-5 new level 2's every turn...makes it awfully difficult and quite frustrating if you have one bad turn. Other then that though, great work man.
Post Reply