NEW: Elvish Dynasty RPG

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Wesbane
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Re: NEW: Elvish Dynasty RPG

Post by Wesbane » May 22nd, 2012, 3:02 pm

danman5550 wrote:First of all, I liked the ooze campaign and when I saw another RPG-type, I jumped for it.
And you didn't play Elvish Dynasty yet? Unbelievable. But now it is chance to do so. However note that this is less about collecting items and more about this what true RPG's are that is player actions have impact on game events.
danman5550 wrote:The only problem is that I can't get out of the Sacred Glade. No matter what I do, it still won't let me go to Affairs of State. How many turns does it take? I've gotten the timer to 30.
This is due to a bug. Syntax between 1.8 and 1.10 has changed so variable responsible for state affairs was not set causing Kirielle to not speak about them. Now it is fixed, however campaign code is a mess and even a better example of verbose coding than Ooze Mini Campaign. Not so much an issue for players, since mostly they have no interest in viewing it.

For those who played this already. Version available for 1.10 is just a port. What means that it is aimed only on making this campaign 1.10 compatible so do not expect any new features added. The differences are:
  • 1. New spiderlings graphics (scaled down cave spider images).
    2. Elvish peasants vulnerability to arcane attacks.
    3. Mainline strings are translated to supported languages.

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danman5550
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Re: NEW: Elvish Dynasty RPG

Post by danman5550 » May 22nd, 2012, 9:40 pm

Wesbane wrote: And you didn't play Elvish Dynasty yet? Unbelievable. But now it is chance to do so. However note that this is less about collecting items and more about this what true RPG's are that is player actions have impact on game events.
o a bug. Syntax between 1.8 and 1.10 has changed so variable responsible for state affairs was not set causing Kirielle to not speak about them. Now it is fixed, however campaign code is a mess and even a better example of verbose coding than Ooze Mini Campaign. Not so much an issue for players, since mostly they have no interest in viewing it.
I liked the style of the city RPG, so I hope to see more of that here.

And what you're saying is that the add-on will work now for 1.10?

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Wesbane
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Re: NEW: Elvish Dynasty RPG

Post by Wesbane » May 22nd, 2012, 10:37 pm

danman5550 wrote:I liked the style of the city RPG, so I hope to see more of that here.
Well there is a lot of RPG style campaigns available for 1.10, but most of them are still unfinished. Even in this campaign not all things were implemented yet and I wouldn't call it a city RPG since in this one you are ruling a kingdom.
danman5550 wrote:And what you're saying is that the add-on will work now for 1.10?
Yes, Elvish Dynasty will work now. In Sacred Glade you can speak about state affairs with Kirielle and choose what kind of actions you want to take. Levels are playable however I didn't play them all. One of most interesting features of this campaign is that each time you play it scenario order is different and not all of them are used during one run.

MorGrav
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Re: NEW: Elvish Dynasty RPG

Post by MorGrav » May 26th, 2012, 4:47 pm

First I'd like to say your Ooze campaign is one of my all time favorites. Great writing, brilliant RPG, and really creative premise.

I'm thrilled to see you've made a follow up. Unfortunately I'm seemingly stuck on my first affair of state "The Settlers" . I've destroyed all the monster lairs and constructed 10 towns with 10 peasants but it is not triggering the victory condition. I am playing Wesnoth version 1.10.1

Any suggestions would be appreciated. Love your work!

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Wesbane
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Re: NEW: Elvish Dynasty RPG

Post by Wesbane » May 26th, 2012, 9:58 pm

MorGrav wrote:Unfortunately I'm seemingly stuck on my first affair of state "The Settlers" . I've destroyed all the monster lairs and constructed 10 towns with 10 peasants but it is not triggering the victory condition. I am playing Wesnoth version 1.10.1
This is due to a bug in scenario caused by exclusive placement of victory condition check in capture event.

You can do one of the following:
  • 1. After building required amount of settlements allow monster to grab one of your villages and then recapture it.
    2. Choose diplomacy instead of combat.
    3. Wait for an update that should be made shortly.

MorGrav
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Re: NEW: Elvish Dynasty RPG

Post by MorGrav » May 27th, 2012, 4:39 pm

Thanks for the tips Wesbane. I'll give them a try. Look forward to seeing what comes next. Much appreciated.

marara
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Re: NEW: Elvish Dynasty RPG

Post by marara » July 23rd, 2012, 8:35 pm

Hi

What a fabulous campaign ! One of the best.
I have only one problem with it : I have a massage that close down Wesnoth. It about lua engine I suppose

Thanks a lot for your answer
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taptap
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Re: NEW: Elvish Dynasty RPG

Post by taptap » July 27th, 2012, 9:49 pm

I had some error messages and later a crash in the "Archeologist" scenario. It is very hard to manage both the fights, the gold and the happiness (when fighting with elves). Especially the scenario "Holding Back" left me clueless. If you saved a lot of gold you might win it, but you will have to invest a lot of gold and general happiness into this - that you get 5 happiness after those fighting scenarios where you are forced to use elvish units is never enough to offset losses and the new carryover makes sure you have less gold afterwards even if you did well in the fighting scenario.
I am a Saurian Skirmisher: I'm a real pest, especially at night.

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Wesbane
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Re: NEW: Elvish Dynasty RPG

Post by Wesbane » July 31st, 2012, 6:06 pm

This is due to fact that allied AI in this scenario is using modified guardian behavior by mattsc based on JaMiT works. It was simply pulled out from AI behavior demo and some files are missing This was done since stupidity of allied AI was irritating and make impossible to rescue researching group from Empire of Man at higher difficulty levels.
If anyone is interested in playing Swap Defense under 1.10 here it is a modified version of this scenario. It need to be extracted to Elvish_Dynasty/scenarios folder.
Note: As for 9 November 2012 (Version 0.9.9c) applying this file is no longer needed. So it will be removed...
Swamp_Defense.zip
taptap wrote:I had some error messages and later a crash in the "Archeologist" scenario.
If you really want to have that fixed please provide more details.
As for balancing issues most probably this will be not changed in near future.
Last edited by Wesbane on December 11th, 2012, 5:29 pm, edited 1 time in total.

Njord
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Re: NEW: Elvish Dynasty RPG

Post by Njord » October 3rd, 2012, 12:43 am

Regarding the Escorting Jystaev scenario:
Spoiler:

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Wesbane
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Re: NEW: Elvish Dynasty RPG

Post by Wesbane » October 3rd, 2012, 11:17 am

Njord wrote:Fighting my way to the east end, I find the signpost blocked by a broken bridge and no way around the mountains. Is this meant to be unwinnable, telling me I've made the wrong choice in missions?
No. Every scenario suppose to be winnable. So you did the right thing reporting this problem.
Njord wrote:Or is there some secret way across the deep water or the mountain that I've missed?
This is due to a bug caused by placing this information in sighted event which is not reliable. Upon sighting orcish slayer player should see characters commenting on broken bridge. However since slayer is faster than normal unit it is possible that he will appear in player view range in its turn. Thus preventing event from fireing and leaving player unable to fulfill scenario objectives.
The solution for now of your problem is to load a game just before slayer attacked your forces or replay scenario.

Also note that although this campaign is one of the coolest it wasn't coded well. In mentioned scenario there is another bug with Jystaev death not causing immediate defeat or any other reaction from game world despite of given objectives.

Njord
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Re: NEW: Elvish Dynasty RPG

Post by Njord » October 15th, 2012, 9:36 pm

This is due to a bug caused by placing this information in sighted event which is not reliable. Upon sighting orcish slayer player should see characters commenting on broken bridge. However since slayer is faster than normal unit it is possible that he will appear in player view range in its turn. Thus preventing event from fireing and leaving player unable to fulfill scenario objectives.
The solution for now of your problem is to load a game just before slayer attacked your forces or replay scenario.
Thanks, that was it. I was killing off the enemy commander before getting bridge in sight. Making sure not to kill him until the bridge is visible did the trick.

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Bob_The_Mighty
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Re: NEW: Elvish Dynasty RPG

Post by Bob_The_Mighty » October 17th, 2012, 9:26 pm

I played this campaign the other week and found it really interesting. It's innovative and polished, both in story and gameplay. For me, that's a winning combination.

However, here comes the inevitable criticisms:

1. The training seemed exciting at first and I used it a lot, but to no avail. I had barely improved my stats by the end of the game (despite buying all the items from the merchants). But it turned out this was irrelevant anyway, as my leader - still a shaman - spent the final scenario sat on her keep, not once moving.

2. There is lots of well written dialogue, but it would benefit from portraits. There are tons of elf ones to use.

3. On the pirate ship map, I was surprised to find that the ships weren't vulnerable to fire and that the pirates were lawful. Also, the village units sitting on village terrain looks a bit naff. All minor gripes these.

4. Bryony says she will give a happiness report - but how? I would have liked to have had access to all the happiness ratings as soon as I moved to Bryony.

5. I did it on the hardest setting and found it hard. I'd say it was well balanced, except that by the coronation I hadn't actually fought any battles involving elves so I had nothing on my recall list. This made it more than hard, but I managed it with one or two save/reloads.

The unity magic is a superb idea, as are the diplomacy missions. It was all explained and presented perfectly. I am tempted to play it again, to see all the alternatives. Is there a benefit or detriment to which missions you choose? I had no idea how it would pan out so went with my whims assuming I had tons of years to play with. If I did it again, I would focus on getting some combat action to develop my recall list. Do you see how this could be lopsided? And how you could easily fall foul of it first time round? What if someone only ever did diplomacy?

By the way, I'm only bothering to criticise because I thought it was great.
My current projects:
2p Campaign: The Altaz Mariners
3p Survival: Save The Village

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Wesbane
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Re: NEW: Elvish Dynasty RPG

Post by Wesbane » December 11th, 2012, 5:21 pm

Bob_The_Mighty wrote:The training seemed exciting at first and I used it a lot, but to no avail. I had barely improved my stats by the end of the game (despite buying all the items from the merchants).
That's odd since training rules are simple and presented to player.
It is not much of a secret so let me remind them here. Player character has four attributes: strength, magic, resilience and quickness. Each skill can be increased up to 100 skill points.
  • For strength you receive +2 melee damage per every 25 points in this skill. (+8 max)
    For magic you receive +2 ranged damage per every 50 points in this skill. (+4 max)
    For resilience you receive +4 hit points per every 25 points in this skill. (+16 max)
    For quickness you receive +2 movement points per every 50 points in this skill. (+4 max)
By training you can gain up to 20 points per year in skill of your choice by the cost of your happiness. Each mentioned by you item can improve one of your skills by 20 points. However you have to pay for it in gold.
Of course game is constructed in such a way that it is impossible to reach maximum in every skill. Instead you must decide which skill is most important to you and consequently develop it.
If we take into account that most battles in this campaign do not involve many units leader with such a bonus can give army a real advantage.
Personally I find quickness and magic most useful.
Bob_The_Mighty wrote:There are tons of elf ones to use.
Please reveal those sources, don't assume that this is known to author. Preferably propose portraits for characters.
Bob_The_Mighty wrote:On the pirate ship map, I was surprised to find that the ships weren't vulnerable to fire and that the pirates were lawful. Also, the village units sitting on village terrain looks a bit naff.
Unfortunately I never played this scenario, but idea of ships vulnerability to fire seems right to me. As for lawful alignment why there should not be pirates preferring fight at daylight?
If those village units really look that bad then it will be fixed.
Bob_The_Mighty wrote:Bryony says she will give a happiness report - but how?
Happiness report is not displayed due to a bug still present in campaign (Version 0.9.9c). This behavior is caused by placing variable reference and word if inside non-standard formatted string in same line. Game interprets it as logical statement of unknown origin – alien code.
Bob_The_Mighty wrote:The unity magic is a superb idea, as are the diplomacy missions.
Yes, unity magic is really awesome since it boosts attributes of your entire army except for a leader. However happiness score must be high what its not so easy to achieve without occurrence of certain events. As for diplomacy missions some options cost you much for almost none gain. Like keeping Bryony secret admirer at your service.
Bob_The_Mighty wrote:Is there a benefit or detriment to which missions you choose?
Yes, there is.
Bob_The_Mighty wrote:If I did it again, I would focus on getting some combat action to develop my recall list. Do you see how this could be lopsided? And how you could easily fall foul of it first time round? What if someone only ever did diplomacy?
It is really hard to tell that avoiding combat would lead to ultimate defeat at the end because of fact that scenarios appearing in game are chosen randomly. So, main problem of this campaign is allowing player to play really bad and keep going. There are even some weird options that make possible to see what would happen on giving up the game, but without ending it. Providing options such as this is quite eccentric and probably qualifies them for removal. Additionally nowhere in campaign is explained gold system used in it. This doesn't make it easier for first-time users.
But if having to fight only once before final battle make it somewhat imbalanced, despite of good game of player that can be easily corrected by increasing number of mandatory battles to three.

However AFAIK author is working on finishing campaign so all of this features could be implemented after final version release.

SpenceLack
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Re: NEW: Elvish Dynasty RPG

Post by SpenceLack » January 14th, 2013, 4:38 am

Thank you everyone for all the feedback!

Unfortunately the evil path isn't going to be finished, at least by me. I wanted to finish it, really, but I just don't have the free time I once did.

I'm officially handing this campaign over to Wesbane. He's a master with WML and he has actually already been maintaining the campaign for quite some time.

So I'll say goodbye, good luck, and good gaming to you all!

-Spencelack

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