New Campaign: Return of the Legions (0.2.5)

Discussion and development of scenarios and campaigns for the game.

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zookeeper
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New Campaign: Return of the Legions (0.2.5)

Post by zookeeper » November 29th, 2005, 11:04 am

The current version of the campaign is 0.2.5, can be found on the 1.2 add-on server, and I'm effectively not working on the campaign anymore.
Last edited by zookeeper on November 14th, 2007, 10:27 am, edited 12 times in total.

aelius
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Post by aelius » November 29th, 2005, 11:16 am

The first scenario is quite good, I must say. I like the detail in your maps, and the care you're taking with each scenario.

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La perfection est atteinte non quand il ne reste rien à ajouter, mais quand il ne reste rien à enlever. - Antoine de Saint Exupery (of course)

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Re: New Campaign: Return of the Legions (0.1)

Post by torangan » November 29th, 2005, 11:35 am

zookeeper wrote:
  • I've focused quite a lot on the story and dialog, even if they aren't exactly amazing so far.
Then do ASAP follow the link in my signature and submit your campaign into WesCamp-i18n. (Music licence doesn't matter, I need only .cfg files which contain text, nothing else.) That way you'll increase your chance to receive corrections for the english as well as translations. At the very least you'll get a .pot file which contains all strings so it's much easier to proofread them.

And you've got an easy way to provide a translation into your native tongue. :wink:
WesCamp-i18n - Translations for User Campaigns:
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turin
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Post by turin » November 29th, 2005, 1:42 pm

:? I don't understand why everyone wants to put their undead campaigns after EI, since it makes so little sense...

But, anyway, I'll try it when I get home from school. It looks interesting.
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Eleazar
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Post by Eleazar » November 29th, 2005, 5:13 pm

I played a few levels, and i must say it's looks pretty promising.
i found a bug in "the road back"

Code: Select all

Move Rashdin to the southwest road
or
Defeat remaining enemy units
Defeating the last enemy did not actually bring me victory, and a few turns later as i tried to get the mage down to the road, i lost.
Feel free to PM me if you start a new terrain oriented thread. It's easy for me to miss them among all the other art threads.
-> What i might be working on
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zookeeper
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Post by zookeeper » November 29th, 2005, 7:45 pm

torangan wrote:Then do ASAP follow the link in my signature and submit your campaign into WesCamp-i18n.
I'll try that soon. All that stuff with berlios.de, svn and whatnot seemed like pure horror, though.
turin wrote:I don't understand why everyone wants to put their undead campaigns after EI, since it makes so little sense...
Well, EI has the biggest undead happenings of the main campaigns, has a strong main villain and it's tied to the rest of the Wesnoth timeline (unlike TDH, afaik), so it makes for a good base for "sequels" storyline-wise. Of course one might as well do a prequel, as there's more than enough storyline base on that side of the timeline, too.
Eleazar wrote:i found a bug in "the road back"
Yes, it seems this event branch didn't get tested well, as I've always sent Rashdin south with an escort or two right away and have probably never killed all the enemy units before he reached the road myself. Bug noted.

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Post by torangan » November 29th, 2005, 9:53 pm

zookeeper wrote:I'll try that soon. All that stuff with berlios.de, svn and whatnot seemed like pure horror, though.
Don't worry, it's not as hard as it may look on first glance, many managed to get it working before you and so will you. :wink:
WesCamp-i18n - Translations for User Campaigns:
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turin
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Post by turin » November 30th, 2005, 1:15 am

zookeeper wrote:
turin wrote:I don't understand why everyone wants to put their undead campaigns after EI, since it makes so little sense...
Well, EI has the biggest undead happenings of the main campaigns, has a strong main villain and it's tied to the rest of the Wesnoth timeline (unlike TDH, afaik), so it makes for a good base for "sequels" storyline-wise. Of course one might as well do a prequel, as there's more than enough storyline base on that side of the timeline, too.
I'm sorry, but this really doesn't make sense to me. Why do you want to punish Wesnoth even more after it has been nearly annihilated by undead? :roll: And, storywise, it doesn't make sense, because Mal-Ravanal controlled almost all of the undead forces on earth. Assuming it actually takes some time to build up an army large enough to pose much of a threat to Wesnoth, how would there be another really powerful undead leader appearing in just a few years?

Prequels are OK. (Technically, The South Guard is one.) It is sequels to Eastern Invasion that I dislike.
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Eleazar
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Post by Eleazar » November 30th, 2005, 2:25 am

Turin, i haven't played EI, (but i've enjoyed SE) but from what i know of your EI story, and part of RotL, I think Zookeeper is building onto your story-line in a creative way, not simply rehashing it. Give him a chance, (at least until you play it). I think this could become one of the better campaigns.
Feel free to PM me if you start a new terrain oriented thread. It's easy for me to miss them among all the other art threads.
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Post by turin » November 30th, 2005, 2:38 am

I am giving him a chance. My opinion is this: It could very well turn out to be a good campaign. However, I think it will be harder with this as a premise than with a different premise.

It is probably a decent campaign. Unfortunately, Rashdin disappears at the end of the first scenario; you probably forgot to un-unstore him.


I'm using the Lite version.
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And I hate stupid people.
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zookeeper
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Post by zookeeper » November 30th, 2005, 8:48 am

turin wrote:And, storywise, it doesn't make sense, because Mal-Ravanal controlled almost all of the undead forces on earth.
I've played EI, but don't actually remember much being said about Mal-Ravanal controlling almost all of the undead forces on ea...Wesnoth.
turin wrote:Assuming it actually takes some time to build up an army large enough to pose much of a threat to Wesnoth
Sure, it does. Afaik, though, Wesnoth refers only to the Kingdom of Wesnoth, not the whole continent. Well, at least I hope it does.
, how would there be another really powerful undead leader appearing in just a few years?
Because I mostly ignore how something is tactically possible or feasible (how much time would it take to recruit 200 wraiths, for example) and focus on the characters. If there's a chap who's good enough (err...evil), then I'm willing to give him his army in a week, if needs be.
turin wrote:It is probably a decent campaign. Unfortunately, Rashdin disappears at the end of the first scenario; you probably forgot to un-unstore him.
That's very odd, and I can't neither replicate this or find anything in the code that could cause this. In case you don't have a replay or savefile, could you tell in which order did the following things happen (not all may have): death of Nurinamor, death of all enemy units, Rashdin reaching the trapdoor, Rashdin returning, end of turns, end of level? There are quite a few event branches, and I suppose it's possible I've missed one combination.

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Post by Emmanovi » December 1st, 2005, 7:18 pm

It sounds fun... Pity I can't work out how to unzip zip files :x
If white was black and black was white, what would happen to zebra crossings?

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Post by Zebulon » December 1st, 2005, 8:22 pm

Emmanovi wrote:It sounds fun... Pity I can't work out how to unzip zip files :x

A self extracting archive.

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Post by zookeeper » December 1st, 2005, 8:33 pm

"RofL"? Now this is definitely worth using a smiley on this forum for the first time! :D

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Post by Emmanovi » December 1st, 2005, 11:23 pm

:x Do I have to try and get WINE to work?
If white was black and black was white, what would happen to zebra crossings?

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