A Group in a War: 1.14 SP simple RPG campaign

Discussion and development of scenarios and campaigns for the game.

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tamanegi
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Re: A Group in a War: 1.12 SP RPG campaign

Post by tamanegi » March 23rd, 2016, 10:04 am

Thank you Scaramush! :D
New version 0.5.72 with your Russian translation is uploaded (as promised). ;)
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taptap
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Re: A Group in a War: 1.12 SP RPG campaign

Post by taptap » January 21st, 2017, 4:15 pm

Much more could be said about this campaign and it definitely deserves a lot more attention... I will just limit myself to a few proposals that would make playing much more enjoyable.

1. The main base is much too large for my liking. It is basically a visual menu and the player spends a lot of time waiting while his unit moves around (with normal speed animations) to the destination. A smaller scale location would work better here.

2. Several menus are superfluous, since there is only one option. E.g. the nestled rest menu. You choose rest and then you have to basically confirm. Or the normal paths when no event is happening. I move to it because I want to go, unless there is a crossing or special event there is no need to ask me for confirmation for every move along the paths. Since I have to constantly go back and forth for food the constant move confirmation menu is very unnecessary. Maybe with the exception of the river crossings / bridge.

( 3. typo in behavior.cfg: {VARIABLE_OP ag_bahave.rain add 1} )
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Re: A Group in a War: 1.12 SP RPG campaign

Post by tamanegi » January 22nd, 2017, 9:40 am

Thank you for your suggestions, taptap.

I am currently porting this campaign to 1.13 (or 1.14), where many modifications are also planned (listed below).
So, sorry to say, I don't plan big modifications of 1.12.x version.
Your proposals will be incorporated in new 1.13/1.14 version.

But, as a quick workaround for moves in Outpost, I added simple "Move here!" right click menu.
At least moves in the Outpost might become easier then previous versions.

(Version 0.6.0. The typo is also fixed. ;) )

New version plan (1/13/1.14):

Redesign Field scenario (several people requested me to do :augh: )
  • Can move freely (no jumping/teleporting moves)
  • Merging ally Villages and Outposts scenarios; they are no longer independent scenarios. (reduce number of scenario transitions)
  • Enemy units explicitly appear on the map
Others
  • Redesign Outpost (implement dialog-only scenario; just a plan))
  • Employ better music manager used in An Independence War
  • Extend user setting capability (whether skipping new day message etc.)
  • Implement village defense battles
  • Non-human members recruit (?)
EDIT (May 3):
Version 0.1.0 is uploaded to 1.13 server. This is a WIP version due to the redesign of the Field mechanics.
New features already implemented:
  • Redesign Field system
  • Add some user settings
  • Add dialog-only mode of the Outpost (optional)
  • Merge naga story to the main scenario
  • Randomly created skirmish maps
Tons of bug fixes might be required...
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Re: A Group in a War: 1.12/1.13 SP RPG campaign

Post by IIIO_METAL » May 8th, 2017, 4:19 am

I was playing with "A Group in a War" during the holidays. It was very interesting. The only dissatisfaction is that the base was too wide and troublesome.
I noticed that a new version was uploaded to 1.13, so today I will try to play that.
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tamanegi
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Re: A Group in a War: 1.12/1.13 SP RPG campaign

Post by tamanegi » May 8th, 2017, 10:16 am

Thanks. Dialog-only version of Outpost scenario is available (optional) in new version for 1.13 server. But please note that that is WIP version. Some functions are not yet implemented and translation is not available now.

EDIT(Jun 24, 2017): new version 0.1.1 for BfW 1.13 is uploaded to the server. First post of this thread is also updated. :)
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Re: A Group in a War: 1.12/1.13 SP simple RPG campaign

Post by IIIO_METAL » July 22nd, 2017, 2:28 am

At 1.13.8, Prologue is over and the story screen of the next scenario appears well, but if press the return key there will be a crash Wesnoth.
I am using the Mac version package. In 1.13.7 that problem did not exist.
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Re: A Group in a War: 1.12/1.13 SP simple RPG campaign

Post by tamanegi » July 22nd, 2017, 4:14 am

Thank you for your comment. :D

This crash may not be Mac-only. It sometimes happens on my linux.
AFAICT this error is not so much reproducible; this crash does not always happen.
I guess if you restart the game from the scenario beginning save file, this error might not occur.

# i will investigate this error at some time. It might be a bug of engine.

(EDIT) I will test it in the latest version of the engine. Compilation of BfW is a very hard task for my Core 2 Duo machine... :(
Last edited by tamanegi on July 22nd, 2017, 6:41 am, edited 1 time in total.
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Re: A Group in a War: 1.12/1.13 SP simple RPG campaign

Post by Pentarctagon » July 22nd, 2017, 5:24 am

Anything that makes Wesnoth crash is a bug. If/when you have more information on how to reproduce the crash, please report it on Wesnoth's github.
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tamanegi
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Re: A Group in a War: 1.12/1.13 SP simple RPG campaign

Post by tamanegi » July 29th, 2017, 6:38 am

Crash problem may disappear by updating "Tamanegi Jukebox" package to 0.1.0c.
Please note that there is no update for campaign itself.

(EDIT Jul 30, 2017) 0.1.0d is almost equivalent to 0.1.0c. Both versions may work.
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Re: A Group in a War: 1.12/1.13 SP simple RPG campaign

Post by pauxlo » August 19th, 2017, 6:29 pm

Hi, I just started this campaign again (I did it some time ago, on earlier Wesnoth version). I have BfW 1.13.8+dev (77af7fc, freshly compiled from today's master), with the current version of the campaign.

A small bug: When in the starting outpost, in the "recruit peasants" menu, I choose »Ask Clammy about Peasants.« (first menu entry), I get a chat message »<Invalid WML found> [message] not supported«, the menu disappears and nothing else happens.

I can read the similar messages for loyalists and outlaws, and recruiting itself works too.

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tamanegi
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Re: A Group in a War: 1.12/1.13 SP simple RPG campaign

Post by tamanegi » August 20th, 2017, 2:14 am

Oh... Sorry and thanks.
It had been "messae"... :oops:

Fixed version 0.1.4 uploaded to the server. ;)
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Re: A Group in a War: 1.12/1.13 SP simple RPG campaign

Post by pauxlo » September 2nd, 2017, 4:57 pm

Another issue (possible bug): I currently have a troop of 8 soldiers (mostly level 3), two carriages and myself ... and they are eating 44 food each day (I pay 10 gold). This seems to be a bit much (the help says it is 2 food for each level-2-and-above soldier).

Do I have to feed all the killed and fired soldiers too?

(Same version as before, I didn't update yet.)

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tamanegi
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Re: A Group in a War: 1.12/1.13 SP simple RPG campaign

Post by tamanegi » September 3rd, 2017, 3:02 am

:augh:
It is apparently a bug. Thank you for clear report!
I didn't exclude fired units in that counting. (Killed soldiers may not be counted, if i am correct...)

The bugfixed version 0.1.4a is uploaded to the server.

# If you have Tamanegi Jukebox package of 0.1.0b or before, please also update it.
# These versions may cause crashes in the beginning of a scenario on 1.13.8 or before. :hmm:
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Re: A Group in a War: 1.12/1.13 SP simple RPG campaign

Post by pauxlo » September 3rd, 2017, 5:54 pm

Thanks. I also noted that the units I fired still contributed their "hide" (and likely also "scout") capability, as well as the food capacity of the carriages. (So I could just fire the carriages after I got them from the general). Not sure if that is fixed with the update too, I didn't update my version yet.

(I just finished the campaign on medium difficulty after ~ 475 days, attacking the enemy outpost without my general's help with my full recalled army of 24 veterans, with 6 fired carriages "remote-carrying" the food). Not having the healer makes it much more difficult, though, due to the poisoners.)

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Re: A Group in a War: 1.12/1.13 SP simple RPG campaign

Post by tamanegi » September 4th, 2017, 12:01 pm

:augh: :augh: :augh:
Thanks...
Hide one was a more silly bug. If you have scout, hide is also considered to be available. I didn't check hide skill at all. :oops: Remote Food Carriage bug is also fixed. Thank you for reporting.

In 1.13/1.14 versons, you can recruit a healer. (She is hidden in the map, though.) That's why I added poisoners in the last battle. I am really surprised you won that battle without healer :shock: The hint message was not so frequent, so I increase the probability a bit more.

Anyway, fixed version 0.1.4b is uploaded.
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It is true that we cannot be free from bugs, but at least let our bugs not always the same...
A Group in a War: my first campaign, An Independence War: and the sequel

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