Way of Dragon

Discussion and development of scenarios and campaigns for the game.

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DrakeDragon
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Way of Dragon

Post by DrakeDragon »

I am a long time worked on this, and now almost ready to load the first fully working version of the first part campaign. Once I fully translated into English, then uploaded to official server addon

I created this thread in hopes that someone will appreciate my work, and may help with finding bugs in the scenarios and translation. Also, because basically I'm doing a campaign, I would be glad of any help at all. Thank you!

Storyline (only rus)
More info about campaign (only rus)
Last edited by DrakeDragon on November 12th, 2012, 5:31 pm, edited 1 time in total.
'Way of Dragon' creation in progress... 1/3 story finished!
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Adamant14
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Re: Way of Dragon

Post by Adamant14 »

I played your campaign recently.
A promising work, but it still needs some fine-tuning. :)
Most of the text was/is in Cyrillic letters, so I could not read it. :(
Very important, some of the objectives was in Cyrillic letters too.

And in scenario 07 was a bug that stopped the game. (I can't remember which bug, sorry)

I played Way of the Dragon version 1
Last edited by Adamant14 on November 12th, 2012, 10:37 pm, edited 1 time in total.
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Re: Way of Dragon

Post by DrakeDragon »

Now last version is 0.099c and I currently translating scenarios on English language.
I corrected cyrrilic text bug - there was a problem with coding.
Scenario 7 was at that time the last scenario. (it's not a bug - just last scenario. But now last scenario is #9 :D )
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Adamant14
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Re: Way of Dragon

Post by Adamant14 »

There are 9 scenarios in the version I have installed.
The bug was in scenario 07.

And the version number is '1', so how can it be that the last version is 0.099c?
The version that is on the Add-Ons server.
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Re: Way of Dragon

Post by DrakeDragon »

Hm, i forgot about server.pbl file... Now I will check it.
And it's surprise for me that my campaign at addons server, because I canceled when uploading it!
'Way of Dragon' creation in progress... 1/3 story finished!
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Adamant14
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Re: Way of Dragon

Post by Adamant14 »

Thank you for fixing the mentioned problems.
One thing that (still) disturbs me is that you named a place in your campaign 'City Etinburg'.
That is too close to Edinburgh in Scotland.
It's to close to an (in real life existing place), and it sounds (in my ears) not like a wesnothian place.
Maybe you have your reasons for that name, but in my opinion you should change it.

P.S. I like the city of Edinburgh, I visited Edinburgh a few years ago. I had a good time there.
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tr0ll
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Re: Way of Dragon

Post by tr0ll »

why wouldnt a wesnothian place sound celtish? thats one of the cultures the genre of fantasy rpg/strategy games is based on.

etinburg would likely not be pronounced the same as edinburgh: the h on the end resembles scottish words pronounced ending like berra while the lack of h on etinburg makes it more germanic which could be pronounced like boorg
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Adamant14
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Re: Way of Dragon

Post by Adamant14 »

It sounds like Edinburgh, so it reminds me to Edinburgh.
Sorry, but for me it don't fit to Wesnoth.
Maybe just my personal opinion.
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Re: Way of Dragon

Post by DrakeDragon »

Etinburg =/= Edinburg. But...
The action takes place before the foundation of Wesnoth, and maybe it's (ETinburg) was a city, that Edinburg replaced after all, what happens as a result of campaign.
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Adamant14
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Re: Way of Dragon

Post by Adamant14 »

Way of Dragon version 1.2.0

(#3) City in danger

Code: Select all

            [objective]
                description= _ "Report that the leader of bandits is dead"
                condition=win
            [/objective]
            [objective]
                {ALTERNATIVE_OBJECTIVE_CAPTION}
                description= _ "Kill all bandits"
                condition=win
            [/objective]
The alternative objective suggests that the scenario ends when all bandits are killed, but that is not true.
You have to go back to the city anyway.

___________________________________________

(#4) Battle for Etinburg

Code: Select all

        [chat]
            speaker=Gameplay
            message= _ "You can plan moves of your allies. To do this, select the allied fighter and specify where he should go to the next turn."
        [/chat]
This feature seems not to work at all.
___________________________________________

(#6) Hell

About the mini-trap:
Is there a hint or a system to find the way through the trap, or simple luck?


About talking to the prisoners:
It seems the order how you talk to the prisoners is important.
Otherwise you step in front of a prison cell and nothing happens.
Then you have to search for the right prison cell, talk to the inmate, and go back to the cell you've already checked before.
That's weird.
You should find a better way.
My proposal:
Leave the cells empty,
and when Virgil steps in front of the cell create the prisoner inside,
then remove shroud inside the cell ( so we can see the prisoner).
If you do so, then you can create the prisoner you want Virgil to talk first in the cell Virgil checks first,
no matter what cell this will be.

___________________________________________

(#7) Trap

The following macros should be placed inside an [event] tag

Code: Select all

[/event]

	{MODIFY_UNIT id=JeffryBlade side 2}
	{MOVE_UNIT id=JeffryBlade 10 6}

[event]
name=moveto
        [filter]
When JeffryBlade dies he leaves a skeleton on the floor (I play with blood and bones),
it would be cool if you remove the skeleton after he rises again.

Code: Select all

[event]
        name=die
        first_time_only=no
        [filter]
            id=JeffryBlade
        [/filter]
        [message]
            id=JeffryBlade
            message= _ "What does not kill - makes me stronger!"
        [/message]
			{FULL_HEAL id=JeffryBlade}
        ### remove skeleton image here
[/event]
And here comes the game stopper:

Code: Select all

        [remove_fog]
           side=1
           x=10
           y=3
        [/remove_fog]
The [remove_fog] tag does not exist, and for some reason the rest of the event don't fire.
So the player is not able to end the scenario, no matter what he do.
And probably frustrated he quits the game.

Use the clear_fog macro.
[spoiler="data/core/macros/interface-utils.cfg]

Code: Select all

#define CLEAR_FOG SIDE X Y RADIUS
    # Clears fog in a specific area for the given side. This is to be used only
    # for the duration of an event: always use {UNCLEAR_FOG} (below) before the
    # event exits, or otherwise you'll be left with fake fog clearer units on
    # the map.
    [unit]
        side={SIDE}
        type=Fog Clearer
        x,y={X},{Y}
        max_moves={RADIUS}
    [/unit]

    [hide_unit]
        type=Fog Clearer
    [/hide_unit]

    [redraw]
        side={SIDE}
    [/redraw]
#enddef

#define UNCLEAR_FOG
    # Restores fog that was temporarily cleared (check CLEAR_FOG above). Only
    # one UNCLEAR_FOG is required no matter how many times CLEAR_FOG was used.
    [kill]
        type=Fog Clearer
        animate=no
        fire_event=no
    [/kill]
#enddef
[/spoiler]
proposal::
Strage that you never noticed this bug when you play your campaign yourself. :hmm:

___________________________________________

(#8) Transformation

Virgil is not visible on the map, because you used [hide_unit]
I guess you want to unhide him later, but you did not.
Seems like a bug to me.
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Njord
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Re: Way of Dragon

Post by Njord »

I just downloaded Way of Dragon and was enjoying the campaign. Unfortunately I'm stuck on Battle for Etinburg & am wondering if maybe my strategy is wrong. I took my crew over to the lower right, using the forest for protection and found the mage, which I leveled up, killing a few of the undead, giving him the last stroke. Meanwhile, the rest of the undead are making mincemeat out of the soldiers until Freeman is killed, game over. I can't get the function where you're supposed to be able to control the movements of the allies to work either - maybe that would help. Has anyone else had a better strategy that seems to work? Thanks.
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Re: Way of Dragon

Post by DrakeDragon »

Thanks for testing and your comments.
Some fixes will be today. More details about them can be found in 'changelog' file.
Information:
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Oleksa
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Re: Way of Dragon

Post by Oleksa »

Привет, я прохожу твою кампанию Путь Дракона, классная кампания , спасибо тебе за ее создание. Но дело в том что я застрял в миссии - В аду, там где надобыло поговорить с пленниками, я вообщем поговорил с ними , йети рассказал мне историю про дракона, но вот как выбраться от туда я не знаю, и никто из пленников мне об этом ничего не говорит, подскажи что делать?
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Re: Way of Dragon

Post by DrakeDragon »

There some troubles with translate files. I can't understand what's wrong with 6 scenario translate.
If all translation save in one file - there is an error in *.mo compiler program...
I'm used last version of PoEdit.
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Adamant14
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Re: Way of Dragon

Post by Adamant14 »

Scenario 06:
The prison thing is better now, but still not perfect yet.
If you want the main hero talk to the prisoners in a certain order, then you must change something.
Either do it like I suggested in a previous post,
or change the map, so that the player reaches the prisoners in the order you like. :hmm:
Currently, if the player decides to go to the left, he reaches Jeffrey, but you don't want the player to talk with Jeffrey first. :augh:


And the prisoners shouldn't have a green orb.
Create a fake side for them.
A side that is in the same team as team 1, and maybe with the same team colour.

Scenario 07:
The way Jeffrey died, crumbled to a heap of bones on the floor, looked in the old version much better than in the new version.
I suggest to change it back, with just one little change.
Remove the image of the bones from the floor, after Jeffrey is risen.
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