Napoleon project

Discussion and development of scenarios and campaigns for the game.

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nenau
Posts: 108
Joined: May 12th, 2017, 5:46 pm

Re: Napoleon project

Post by nenau » November 10th, 2018, 7:55 am

Hello, and thank you for the remarks. As I am only maintainer of this campaign, I can not answer everything, but I'll try.

* About the balance, I got the same impression as you : in easy, the game is quite easy (as its name makes it think), but the time limit is sharp. I'm not sure how much it was intended... I suppose I could add 10-20% more turns in easy.
* About the typos and the obvious bugs : thanks, its noted
* In Egypt. I'm pretty sure it was not intended. I'll change it.
* About Dombrowski, the fact that he is a fusilier normal within the internal logic of this umc : for example Masséna was also a general (marshal ?) but is figured as a fusilier (in italy). This represents a regiment he directly commands.

Thank you for your input. Not sure when I'll have time to make a new version though...

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holypaladin
Posts: 67
Joined: August 14th, 2017, 9:07 pm
Location: poland
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Re: Napoleon project

Post by holypaladin » November 30th, 2018, 11:11 pm

I don't like Napoleon. He attack Church. But campaning is nice
„I speak in Latin to God, Italian to Women, French to Men, and German to my Horse.

Karl V

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sergey
Posts: 437
Joined: January 9th, 2015, 9:25 pm

Re: Napoleon project

Post by sergey » April 1st, 2019, 7:10 pm

There is a startup error and campaign crashes. To fix that update file scenarios/NW_09_Elbe.cfg at line 508 replace [/filter] with [/variable].
Author of SP scenario Dragon Fight and SP campaign Captured by a Nightmare.
Created The Rise of Wesnoth (alternative mechanics) version of the mainline campaign.

nenau
Posts: 108
Joined: May 12th, 2017, 5:46 pm

Re: Napoleon project

Post by nenau » April 2nd, 2019, 6:04 pm

Thanks a lot. Actually strange since I thought I had tested all the campaign before uploading...
Should be fixed now, please report if not.

nenau
Posts: 108
Joined: May 12th, 2017, 5:46 pm

Re: Napoleon project

Post by nenau » May 4th, 2019, 1:54 pm

I made tweaks to the russian campaign that aim at making it much harder to destroy the russian army. Because before, it was possible to obliterate them around turn 20 with reasonable luck if you knew what to do.
I wanted it to feel more like a defeat. But maybe I was finding this scenario too easy just because I've played the campaign 6 times...
So please tell me if you find it's too hard compared to the rest of the campaign.

rweiler
Posts: 1
Joined: July 12th, 2019, 9:59 pm

NW_German_Colonel missing

Post by rweiler » July 12th, 2019, 10:05 pm

The 4th scenario (ulm) doesn't start for me reporting 'unkown unit type: NW_German_Colonel". I'm running version 1.12.6 of Wesnoth and the campaign seems to be up to date. Any ideas? [Edit: Campaign version is 0.13.6beta]

nenau
Posts: 108
Joined: May 12th, 2017, 5:46 pm

Re: Napoleon project

Post by nenau » July 13th, 2019, 5:20 am

Yep, the version on the 1.12 server is buggy, and it's not maintained anymore.
I believe all the issues of this type have been mentionned in the previous pages of this thread, as well as the modifications to apply to solve them, if you feel like doing exploration.
But I recommend to install BFW 1.14 in order to access to the server where most addons are maintained.

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