Jousting v 0.1.3
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Jousting v 0.1.3
Jousting 0.1.3 is now out on the server
Current version is 0.1.3
Description:
When posting, can you answer as many of the below questions as possible.
1.What version of Wesnoth have you used to play this campaign?
2.What version of Jousting have you played?
3.How do you rate the difficulty of this campaign in general?(1-10)
4.How do you find the storyline and the conversation of the campaign?
5.What changes do you think may be made to make the campaign more interesting?
6.If you know about Wesnoth Markup Language(WML),please comment on the WML of the various scenarios,stating how they may be improved. yield
Changelog
v 0.1.3:
Updated and changed a few things.
TODO
Sprite for the King: at the moment he's a Grand Marshal
Sprite for the Queen: at the moment she's a Elvish Lady
Sprite for the Princess: the current one is just a modified Li’sar
Screenshots
Current version is 0.1.3
Description:
Spoiler:
1.What version of Wesnoth have you used to play this campaign?
2.What version of Jousting have you played?
3.How do you rate the difficulty of this campaign in general?(1-10)
4.How do you find the storyline and the conversation of the campaign?
5.What changes do you think may be made to make the campaign more interesting?
6.If you know about Wesnoth Markup Language(WML),please comment on the WML of the various scenarios,stating how they may be improved. yield
Changelog
v 0.1.3:
Updated and changed a few things.
Spoiler:
Sprite for the King: at the moment he's a Grand Marshal
Sprite for the Queen: at the moment she's a Elvish Lady
Sprite for the Princess: the current one is just a modified Li’sar
Screenshots
Spoiler:
Last edited by matsjoyce on October 9th, 2011, 3:19 pm, edited 3 times in total.
Re: Jousting v 0.1.0
1. Wesnoth version:
1.9.8, Jousting 0.1.0
2. Difficulty:
It is too luck-based. No strategy at all. It all comes down on whether you hit or not.
I tried Sir Walter three times, died each time (as he has more powerful weapons?) and then decided to drop it.
3. Storyline:
interesting idea, I do like it.
4. Changes:
Give the player a wider range to go to (not only one field), add some strategical things.
It would be great if you could make the enemies go back to the tent, and not just moving them there. The way you're doing it makes them (sometimes) using one turn less than they would, so our hero has less time to heal.
5. WML:
You're specifying
Crend
1.9.8, Jousting 0.1.0
2. Difficulty:
It is too luck-based. No strategy at all. It all comes down on whether you hit or not.
I tried Sir Walter three times, died each time (as he has more powerful weapons?) and then decided to drop it.
3. Storyline:
interesting idea, I do like it.
4. Changes:
Give the player a wider range to go to (not only one field), add some strategical things.
It would be great if you could make the enemies go back to the tent, and not just moving them there. The way you're doing it makes them (sometimes) using one turn less than they would, so our hero has less time to heal.
5. WML:
You're specifying
rank=15
for your campaign. However, values for rank
below 400 are reserved for mainline campaigns, referring to the wiki (though too less UMC authors are actually following this guideline). This made me have a hard day *finding* your campaign Crend
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Re: Jousting v 0.1.0
OK, about Sir Walter, I was just wondering, did Sir Miles upgrade?
Concerning the other things, I'll work on it. Thanks for the feedback.
Concerning the other things, I'll work on it. Thanks for the feedback.
Re: Jousting v 0.1.0
Yes, he did. However, he still was inferior to Sir Walter.
Crend
Crend
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Re: Jousting v 0.1.0
OK... Um, what was the attack values for Sir Walter and Sir Miles?
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Re: Jousting v 0.1.0
1. Wesnoth 1.9.8
2. 8 - Its super luck-based. I had reload several times. And the scenario Sir Walter was too hard, even for lvl 3 Sir Miles.
3. Interesting. I like knights and chivalry. I have read many books about these things and I'm extremely happy to know that there is a campaign based on this.
4. Make the tents villages, and make Sir Walter a bit easier
5. No comment on this.
2. 8 - Its super luck-based. I had reload several times. And the scenario Sir Walter was too hard, even for lvl 3 Sir Miles.
3. Interesting. I like knights and chivalry. I have read many books about these things and I'm extremely happy to know that there is a campaign based on this.
4. Make the tents villages, and make Sir Walter a bit easier
5. No comment on this.
Walter had a 54-2 (due to strong trait) while Miles had 51-2 (Everytime I managed to retaliate Walter, I lose most of my HP, end up losing.OK... Um, what was the attack values for Sir Walter and Sir Miles?
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Creator of the Isle of Mists survival scenario.
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Re: Jousting v 0.1.0
Played on trunk, and I can only echo what the last two posters have said.
The final scenario has some potential though. Perhaps if you took the idea of choose-your-own-weapons and applied it to the earlier scenarios, you'd be on to something.
Just as examples, let the player choose armour but higher terrain defence means lower movement. A weapon, one with lower damage and first strike, one with higher damage but fewer hits. Or maybe lower damage, but more hits before the weapon breaks.
Then make the jousting arena wider and add some obstacle - swamp tiles, maybe, as a substitute for muddy patches of grass, a pile of rubble...just something.
It's a nice idea, but this much luck just isn't fun.
The final scenario has some potential though. Perhaps if you took the idea of choose-your-own-weapons and applied it to the earlier scenarios, you'd be on to something.
Just as examples, let the player choose armour but higher terrain defence means lower movement. A weapon, one with lower damage and first strike, one with higher damage but fewer hits. Or maybe lower damage, but more hits before the weapon breaks.
Then make the jousting arena wider and add some obstacle - swamp tiles, maybe, as a substitute for muddy patches of grass, a pile of rubble...just something.
It's a nice idea, but this much luck just isn't fun.
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Re: Jousting v 0.1.0
Any ideas of how to do this? My idea in the past: here and hereCrendgrim wrote: It would be great if you could make the enemies go back to the tent, and not just moving them there. The way you're doing it makes them (sometimes) using one turn less than they would, so our hero has less time to heal.
Fixed for next version.Crendgrim wrote:You're specifyingrank=15
for your campaign. However, values forrank
below 400 are reserved for mainline campaigns, referring to the wiki (though too less UMC authors are actually following this guideline). This made me have a hard day *finding* your campaign
OK looks like a object not working I'll fix that for next version.Lord-Knightmare wrote:Walter had a 54-2 (due to strong trait) while Miles had 51-2 (Everytime I managed to retaliate Walter, I lose most of my HP, end up losing.
An idea but then all the fun of having the lance snaping would go (you can't snap an axe).averyimaginativename wrote:Perhaps if you took the idea of choose-your-own-weapons and applied it to the earlier scenarios, you'd be on to something
I'm working on when you defeat an knight you get his armoraveryimaginativename wrote:Just as examples, let the player choose armour but higher terrain defence means lower movement.
Yup, working on that.averyimaginativename wrote:Then make the jousting arena wider and add some obstacle - swamp tiles, maybe, as a substitute for muddy patches of grass, a pile of rubble...just something.
Re: Jousting v 0.1.0
Jousting 0.1.1 is now out on the server
NEW
All above problems fixed.
You get your opponents armour.
Better maps.
You can heal on your tent.
And much more...
TODO
Sprite for the King: at the moment he's a Grand Marshal
Sprite for the Queen: at the moment she's a Elvish Lady
Sprite for the Princess: the current one is just a modified Li’sar
NEW
All above problems fixed.
You get your opponents armour.
Better maps.
You can heal on your tent.
And much more...
TODO
Sprite for the King: at the moment he's a Grand Marshal
Sprite for the Queen: at the moment she's a Elvish Lady
Sprite for the Princess: the current one is just a modified Li’sar
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Re: Jousting v 0.1.0
In your text for the campaign description it says 'this text contains invalid mark-up text' not gamebreaking but there none the less.
- averyimaginativename
- Posts: 245
- Joined: August 21st, 2010, 12:40 pm
- Location: /dev/null
Re: Jousting v 0.1.0
In what way are the maps better? To be honest, I didn't notice any changes, but it's 15 days since I played the last version, so that could just be my bad memory.
Adding healing to the tents has made all the difference. There's still a lot of luck, but it's no longer frustrating. There's some possibly undesirable behaviour from the AI though - they'll stay there until fully healed if they can (replay attached).
I think with a bit of fleshing out this could make a nice campaign for absolute beginners to play straight after the tutorial.
Adding healing to the tents has made all the difference. There's still a lot of luck, but it's no longer frustrating. There's some possibly undesirable behaviour from the AI though - they'll stay there until fully healed if they can (replay attached).
I think with a bit of fleshing out this could make a nice campaign for absolute beginners to play straight after the tutorial.
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On an indefinite Wesbreak for health reasons - please only try to get my attention for UMC story images website issues.
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Re: Jousting v 0.1.0
Yes I've found the problem. It's the & in Scenario & Campaign Development.blueknight1758 wrote:In your text for the campaign description it says 'this text contains invalid mark-up text' not gamebreaking but there none the less.
I added some rocks and leaf litter to spice it up.averyimaginativename wrote:In what way are the maps better? To be honest, I didn't notice any changes, but it's 15 days since I played the last version, so that could just be my bad memory.
Mmm, I'm going to have to work on that...averyimaginativename wrote: Adding healing to the tents has made all the difference. There's still a lot of luck, but it's no longer frustrating. There's some possibly undesirable behaviour from the AI though - they'll stay there until fully healed if they can (replay attached).
I think with a bit of fleshing out this could make a nice campaign for absolute beginners to play straight after the tutorial.
Re: Jousting v 0.1.0
Jousting 0.1.2 is now out on the server
NEW
Stopped the ai sitting on his tent. Feedback wanted on this aspect.
Fixed error concerning 'The text contains invalid mark-up text'
TODO
Same as above
NEW
Stopped the ai sitting on his tent. Feedback wanted on this aspect.
Fixed error concerning 'The text contains invalid mark-up text'
TODO
Same as above
Re: Jousting v 0.1.3
Jousting 0.1.3 released! See above for details!
Re: Jousting v 0.1.3
1. Wesnoth Version: 1.10
2. Jousting Version 0.1.3
3. Difficulty: I found it quite hard because you only have one unit who is nearly identical to the enemy, and you had to use the right times to retreat for healing or lances, so I give it a 7.
4. Plot and Speech: I liked the plot, very unique for Wesnoth, and the speech was mostly good. But I groaned out loud at the 'So they married and lived happily ever after'. Lol.
5. Changes: The choose your own weapon idea could be good for the earlier scenarios, and the text could be 'I snapped my axe's pole'. But what needs work is the ending. Maybe a plot only-scenario showing the marriage?
6. WML: Can't help you there.
2. Jousting Version 0.1.3
3. Difficulty: I found it quite hard because you only have one unit who is nearly identical to the enemy, and you had to use the right times to retreat for healing or lances, so I give it a 7.
4. Plot and Speech: I liked the plot, very unique for Wesnoth, and the speech was mostly good. But I groaned out loud at the 'So they married and lived happily ever after'. Lol.
5. Changes: The choose your own weapon idea could be good for the earlier scenarios, and the text could be 'I snapped my axe's pole'. But what needs work is the ending. Maybe a plot only-scenario showing the marriage?
6. WML: Can't help you there.