The Sojournings of Grog (3.6.1 is out)
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Re: The Sojournings of Grog (1.8 - 1.9 coming soon?)
If I can help let me know.
How are we doing for our 3.0 release? Here are my humble thoughts on the campaign as a whole.
How are we doing for our 3.0 release? Here are my humble thoughts on the campaign as a whole.
- Scenario Design Done, all the scenarios play well (though some possibly need refinement - A5, B1, B2, IMHO B7)
- Campaign Balance: Incomplete. The current balance seems fairly consistant and should be used for easy. (I am happy to do the first few scenarios as a pilot run). This would be a great place for any topic readers to try and help.
- Dialog: WIP. The campaign dialog is a curious mix. Daravel has improved what we have a lot but as he is now doing several other projects would you mind if I had a go. (I'll try and enlist Marz again as well)
- Campaign Plot: OK, but not fantastic. There is little we can do about it now though I can try and improve things a little in the dialog.
- Art: Nearly there! Only a few anomolous things now without decent art.
- The whole human culture (its not consistant but I can do that when I do the dialog.)
- Character profiles - I will try this when E_H gives me the go ahead for the dialog.
"Genius is 10% inspiration and 90% perspiration" (Thomas Edison) Which is why I smell so bad!
Re: The Sojournings of Grog (1.8 - 1.9 coming soon?)
OK, In the absence of any feedback I have done S1 and planned for the rest. Because you are probably editing the same files I have marked every changed string with "#CHANGE". #COMMENT marks something that ought to happen but I havent done. I have also redone the info folder. I havent put a justification of each change because that would take to long, instead if there is any change you dont understand post and I'll explain. If you dont want me to caarry on let me know.
Important things to note are are:
Important things to note are are:
- The great chief is no longer Grog's father because it (1) clashes with UtBS too much, (2) is a much misused theme in BfW campaigns and (3) it makes the plot more interesting.
- The character sketch of the humans. Could people comment on this please.
In this campaign these are a very haughty race of humans. They are, unashamedly, modeled on the men of the lake in LotR.
They are hardened by many battles, dont readily give or accept help. There is a very honour bound culture amongst them. This is the reason why the free humans from A5 commit suicide if Ormron dies. - I need a new macro:
any aspiring coders as I dont have time to write and check this?
Code: Select all
(pseudo code) if a human dies if dead human is either spokesman or sidekick if there is a human other than sidekick/spokesman on the map tag him as the new spokesman/sidekick and have a random human say: "We shall avenge our companion's death with blood." [i](I shall provide a number of other random variants)[/i] else if humans to recall is GT or EQ to one then go to the recall list and recall a human into the space of the fallen human and tag him as the new spokesman/sidekick and have him say: "I shall fill my comrades place." else trigger mass suicide else have a random human say: "We shall avenge our companion's death with blood." [i](I shall provide a number of other random variants)[/i]
- We need carry over gold between scenarios.
- We still have the following drakes that are no longer necessary: Armaggedon_TSoG, Fire_TSoG, Flare_TSoG, Flameheart_TSoG,Inferno_TSoG,Burner_TSoG.
- All the UtBS units we can, I have discovered, scrap and import directly from UtBS. This would mean that any changes made to mainline would automaticly be carrued over to TSoG and would tidy the code. If you want you can add a dependancy on UtBS.
- The same goes for the rune lord from THoT
- We no longer need the flesh golem unit.
- Mudcrawler unit looks good but: why "Giant Ooze TSoG" surely "Mudcrawler_TSoG" would be better. We dont want to give it another name as it is the same unit just with AMLAs and what happened to the specials like hiding in caves/dirt/quagmire etc? Also the upgrades with 50%and 40% are far too high maybe 30% and 40%
- Lets scrap the Naga Abomination and replace with mirmidon in its only use in the final scenario.
- Naga Assasin is still in the units folder.
- I have now gone against the idea of a gold mage but that is only my opinion.
- for consistancy TSOG_Troll_Shaman.cfg should be called Troll_Shaman_TSoG.cfg
- I really like the white whelp but maybe the file should be called White_Troll.cfg?
- in images/items we have a number of unused images copied from UtBS: all the magic circle, the dragon statue(though I think that would look good in the lich's halls
),kaleh-dead, parchment, etc
- I like saurian-alt portrait where is it from and why is it here and can I keep it
- Can we scrap the fire whisp it looks silly and its the fire guardian does the same job.
- Sometime we need a walkthrough.
"Genius is 10% inspiration and 90% perspiration" (Thomas Edison) Which is why I smell so bad!
- Elvish_Hunter
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Re: The Sojournings of Grog (1.8 - 1.9 coming soon?)
Excuse me, I just didn't had time.Eros wrote:OK, In the absence of any feedback I have done S1 and planned for the rest.

Maybe a new map for A5 will be useful?Eros wrote:Scenario Design Done, all the scenarios play well (though some possibly need refinement - A5, B1, B2, IMHO B7)
If I remember correctly, Daravel is also trying to rewriting UtBS dialogues (I read this in IRC logs some time ago).Eros wrote:Dialog: WIP. The campaign dialog is a curious mix. Daravel has improved what we have a lot but as he is now doing several other projects would you mind if I had a go. (I'll try and enlist Marz again as well)
I know what do you mean: the White Troll, the Great Ogre and the story screens.Eros wrote:Art: Nearly there! Only a few anomolous things now without decent art.
- For the White Troll, I just gave priority to the runes question, I'm still working on it
- For the Great Ogre, I already PMed Monroid, that started working on this. If in, say, one month, I don't receive any update, I'll contact him again to see how things are going
- For the story screen, if you want I can made a package with all the mainline and non-mainline story screens that I can find, scaled down to save attachment space, so you can see what's available and what should we use.
Of course yes. If also Marz wants to give it a try, I agree as well.Eros wrote:Character profiles - I will try this when E_H gives me the go ahead for the dialog.
I'll check and let you know. My highest priority these days is to fix all the changes pointed by wmllint and wmlscope needed to make the campaign run on the 1.9 series, so be patient.Eros wrote:Because you are probably editing the same files I have marked every changed string with "#CHANGE". #COMMENT marks something that ought to happen but I havent done. I have also redone the info folder. I havent put a justification of each change because that would take to long, instead if there is any change you dont understand post and I'll explain. If you dont want me to caarry on let me know.
Agreed.Eros wrote:The great chief is no longer Grog's father because it (1) clashes with UtBS too much, (2) is a much misused theme in BfW campaigns and (3) it makes the plot more interesting.
This will make things a bit harder for the player, maybe?Eros wrote:This is the reason why the free humans from A5 commit suicide if Ormron dies.
Some time ago, I faced a bug that crashed Wesnoth if a unit was recalled during a victory event, and this forced me to change A7 a bit. I don't know if it is fixed, so we need to be careful with WML recalling outside of prestart and start. I think that I can code it, but as I already said I have higher priorities.Eros wrote:I need a new macro:

I'm removing the backported Drakes, Rat and Fire Guardian for 1.9. About the dependency, this will mean that those players that don't have UtBS or THoT installed won't be able to play the campaign (Linux players that install from repositories can choose which mainline campaigns to install).Eros wrote:# We still have the following drakes that are no longer necessary: Armaggedon_TSoG, Fire_TSoG, Flare_TSoG, Flameheart_TSoG,Inferno_TSoG,Burner_TSoG.
# All the UtBS units we can, I have discovered, scrap and import directly from UtBS. This would mean that any changes made to mainline would automaticly be carrued over to TSoG and would tidy the code. If you want you can add a dependancy on UtBS.
# The same goes for the rune lord from THoT
You know, my to-do list is long. It will be done.Eros wrote:Mudcrawler unit looks good but: why "Giant Ooze TSoG" surely "Mudcrawler_TSoG" would be better. We dont want to give it another name as it is the same unit just with AMLAs and what happened to the specials like hiding in caves/dirt/quagmire etc? Also the upgrades with 50%and 40% are far too high maybe 30% and 40%
My opinion is that, on hard level, having it will make the difference between having a difficult level and having an unwinnable one. I don't want that players will say "If only I had choosed to advance Elyssa as an Arch Mage..." and eventually go back some scenarios. When you playtested, you noticed that having her blocked as Silver Mage made things quite harder.Eros wrote:I have now gone against the idea of a gold mage but that is only my opinion.
I have this idea: I'll remove all the images temporarily and run wmlscope. Wmlscope then will tell me what files are missing and needed and I'll add them back. All the others will be removed, as well as the non-animated Lava Monsters. OK?Eros wrote:in images/items we have a number of unused images copied from UtBS: all the magic circle, the dragon statue(though I think that would look good in the lich's halls),kaleh-dead, parchment, etc
It's just Inarix, guest star from SotBE. I added it because otherwise B3 looked like that a Saurian talked to himselfEros wrote:I like saurian-alt portrait where is it from and why is it here and can I keep it

Don't forget that, in A2-1, there is a lava pool. Having a weaker Fire Elemental is extremely appropriate in that scenario, IMHO. Otherwise, with only 30% defense on caves, one of two Fire Guardians can easily take out an Elf. And we need to have a good mix of fire units here, to have about the same difficult that the northern tunnel with the Dwarves has.Eros wrote:Can we scrap the fire whisp it looks silly and its the fire guardian does the same job.
Partially you did it already with the new scenario comments, and it is the reason why I haven't removed themEros wrote:Sometime we need a walkthrough.

Current maintainer of these add-ons, all on 1.16:
The Sojournings of Grog, Children of Dragons, A Rough Life, Wesnoth Lua Pack, The White Troll (co-author)
The Sojournings of Grog, Children of Dragons, A Rough Life, Wesnoth Lua Pack, The White Troll (co-author)
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Re: The Sojournings of Grog (1.8 - 1.9 coming soon?)
You could put the campaign onto the wesnoth UMC repository. While that will be some work for both of you until you know how to work with it, it'll be benficial in the long run. It e.g. enables you to work on the same file simultaneously and prevents you from accidentally undoing the work from the other person.
You can run wmlscope in such a way that it specifically points out unused macros/files/ressources(images, music etc). See the "wmllint tutorial" thread for an example.Elvish_Hunter wrote: I have this idea: I'll remove all the images temporarily and run wmlscope. Wmlscope then will tell me what files are missing and needed and I'll add them back.
projects (BfW 1.12):
A Simple Campaign: campaign draft for wml starters • Plan Your Advancements: mp mod
The Earth's Gut: sp campaign • Settlers of Wesnoth: mp scenario • Wesnoth Lua Pack: lua tags and utils
updated to 1.8 and handed over: A Gryphon's Tale: sp campaign
A Simple Campaign: campaign draft for wml starters • Plan Your Advancements: mp mod
The Earth's Gut: sp campaign • Settlers of Wesnoth: mp scenario • Wesnoth Lua Pack: lua tags and utils
updated to 1.8 and handed over: A Gryphon's Tale: sp campaign
Re: The Sojournings of Grog (1.8 - 1.9 coming soon?)
Yes, or at least modify the old one.E_H wrote:Maybe a new map for A5 will be useful?
white-troll: good no rushE_H wrote:- For the White Troll, I just gave priority to the runes question, I'm still working on it
- For the Great Ogre, I already PMed Monroid, that started working on this. If in, say, one month, I don't receive any update, I'll contact him again to see how things are going
- For the story screen, if you want I can made a package with all the mainline and non-mainline story screens that I can find, scaled down to save attachment space, so you can see what's
great-ogre: no rush
story-screens: would be nice but there is no need. (there are basicly none in UtBS) other than that thats it I think.
Thanks.E_H wrote:Agreed.Eros wrote:The great chief is no longer Grog's father because it (1) clashes with UtBS too much, (2) is a much misused theme in BfW campaigns and (3) it makes the plot more interesting.
They do already.E_H wrote:This will make things a bit harder for the player, maybe?
I know but if you can add a dependancy for a normal addon presumably you can add a de[endancy on a mainline campaign. (We want the user to have played UtBS anyway)E_H wrote:I'm removing the backported Drakes, Rat and Fire Guardian for 1.9. About the dependency, this will mean that those players that don't have UtBS or THoT installed won't be able to play the campaign (Linux players that install from repositories can choose which mainline campaigns to install).
Thats where strategy comes inE_H wrote:My opinion is that, on hard level, having it will make the difference between having a difficult level and having an unwinnable one. I don't want that players will say "If only I had choosed to advance Elyssa as an Arch Mage..." and eventually go back some scenarios. When you playtested, you noticed that having her blocked as Silver Mage made things quite harder.

&E_H wrote:I have this idea: I'll remove all the images temporarily and run wmlscope. Wmlscope then will tell me what files are missing and needed and I'll add them back. All the others will be removed, as well as the non-animated Lava Monsters. OK?
Good IdeaE_H wrote:It's just Inarix, guest star from SotBE. I added it because otherwise B3 looked like that a Saurian talked to himself And you can keep it, of course.
That lava pool isnt meant to stay at all. having magical fire things there would make no campaign sense at all. I just ahvent thought of something to put there yet thats all. (Maybe make it a cave and move the spiders into that bit)E_H wrote:Don't forget that, in A2-1, there is a lava pool. Having a weaker Fire Elemental is extremely appropriate in that scenario, IMHO. Otherwise, with only 30% defense on caves, one of two Fire Guardians can easily take out an Elf. And we need to have a good mix of fire units here, to have about the same difficult that the northern tunnel with the Dwarves has.
I dont have a pernament internet connection.E_H wrote:You could put the campaign onto the wesnoth UMC repository. While that will be some work for both of you until you know how to work with it, it'll be benficial in the long run. It e.g. enables you to work on the same file simultaneously and prevents you from accidentally undoing the work from the other person.
I have a bit of time this evening and I will try and do some more dialog and see about walkthrough.
Keep up the good work.


"Genius is 10% inspiration and 90% perspiration" (Thomas Edison) Which is why I smell so bad!
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Re: The Sojournings of Grog (1.8 - 1.9 coming soon?)
You can't do that for mainline content (in the way some addons require some eras).Eros wrote: I know but if you can add a dependancy for a normal addon presumably you can add a de[endancy on a mainline campaign. (We want the user to have played UtBS anyway)
I can think of some dirty hack though...(try to) load macros from UtbS, check whether #ifdef SOME_UTBS_MACRO and if not, quit at the start (of every scenario): "Please install UtbS!" [endlevel]next_scenario=null ...
You may file a FR too, it would be useful for me too.
[/quote][/quote]I dont have a pernament internet connection.)
You don't neccessarily need to...if you can upload and download from the addons server, that should be sufficient for the wesnoth UMC repository as well...
projects (BfW 1.12):
A Simple Campaign: campaign draft for wml starters • Plan Your Advancements: mp mod
The Earth's Gut: sp campaign • Settlers of Wesnoth: mp scenario • Wesnoth Lua Pack: lua tags and utils
updated to 1.8 and handed over: A Gryphon's Tale: sp campaign
A Simple Campaign: campaign draft for wml starters • Plan Your Advancements: mp mod
The Earth's Gut: sp campaign • Settlers of Wesnoth: mp scenario • Wesnoth Lua Pack: lua tags and utils
updated to 1.8 and handed over: A Gryphon's Tale: sp campaign
Re: The Sojournings of Grog (1.8 - 1.9 coming soon?)
@Anonymissimus
Thanks, a fount of information as always!
I think both are good but as E_H is in charge I'll let him do them.
OK, I have redone dialog, and done walkthrough for S0 - A4. I have also redone the maps (for 1.9).
Thanks, a fount of information as always!

OK, I have redone dialog, and done walkthrough for S0 - A4. I have also redone the maps (for 1.9).
- I have left the scenario notes at the top of the scenarios but they can be removed now I have done the walkthrough. I have, rather than start a seperate file put developer notes in the following tag "<developer> ... </developer>"
- I have forgotten what was decided about the cactoses in A1 did we decide to save them as a surprise for C1?
- I like the new dialog patterns and the new sword dialog
- When I have finished the walkthrough I shall put it onto my origonal post.
- The white troll needs clearing up. There are IMHO two options for them. both of which require dialog changes.
- They were chucked out of the tribe and in loneliness and seclusion have tought themselves these skills. That He has returned to help them now is an unusual act indeed.
- They are hermit like creatures. Very little known but revered for their unique skills and abilities by all high ranking trolls.
- In all the scenarios I made there are #TODO tags though there is no rush to do them they should be done before 3.0
- in A3 whenever a unit captures one of your pieces it ought to try and leave the battle. This will restore a bit of balance to the scenario. (NB: This is a must for 3.0
)
- When this is released for 1.9 I will play test it again.
- Can we drop C2. I dont think that it adds anything to te campaign and it just draws out the end. The only good bit about the scenario is the multi-hex attack that can go in A0 without any problem. No one would be able to stop the Quenoth elves anyway and who says akhenku can control sea monsters.
- There are a number of unused maps.
- the new A4 looks OK to me.
- I havent redone the map for A5 yet though I will soon.
Walkthrough (S0 - A4):
- Attachments
-
A3-First_Contact.cfg
- (35.79 KiB) Downloaded 299 times
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A2-2-A_Doubtful_Alliance.cfg
- (17.68 KiB) Downloaded 297 times
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A2-1-Homecoming.cfg
- (43.58 KiB) Downloaded 286 times
-
A1-Long_Way_Home.cfg
- (19.96 KiB) Downloaded 268 times
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A0-Those_Sand_Strewn_Beaches.cfg
- (27.22 KiB) Downloaded 279 times
"Genius is 10% inspiration and 90% perspiration" (Thomas Edison) Which is why I smell so bad!
Re: The Sojournings of Grog (1.8 - 1.9 coming soon?)
And the rest of the attatchments.
- Attachments
-
newmaps.zip
- Use at your discretion.
- (27.01 KiB) Downloaded 254 times
-
A4-Siege_Perilous.cfg
- (18.82 KiB) Downloaded 292 times
"Genius is 10% inspiration and 90% perspiration" (Thomas Edison) Which is why I smell so bad!
- Elvish_Hunter
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Re: The Sojournings of Grog (1.8 - 1.9 coming soon?)

As you know, I'm currently updating the campaign for Wesnoth 1.9. In these days I did a lot of things, like for example finding and removing 35 unused files, and I also did something about the story screens.
Here there is a package with all the story screens that I was able to find: some are from Love to Death, some from Swamplings (and are the high resolution version of TSG screens) and some from the story backgrounds thread in Art Contributions. I'm attaching them, so you can check what's available. I didn't included mainline story screens, but I think that these aren't appropriate for TSoG, with maybe the exceptions of some core screens, some from DiD and some from Liberty.
I decided to keep a few of them in A1.Eros wrote:I have forgotten what was decided about the cactoses in A1 did we decide to save them as a surprise for C1?
I was thinking to attach a copy of it in RTF or OpenOffice format to the campaign. If you don't mind, of course!Eros wrote:When I have finished the walkthrough I shall put it onto my origonal post.
Third option: my idea is that such albino Troll was born while Grog was away; and the Dwarves decided to capture him to sale him as a rarity and make some money. What do you think?Eros wrote:The white troll needs clearing up. There are IMHO two options for them. both of which require dialog changes.
So, you mean that if a unit captured another, the captor should try to flee? It looks a bit hard to do... Consider that I haven't yet managed to understand the 1.8 AI syntaxEros wrote:in A3 whenever a unit captures one of your pieces it ought to try and leave the battle. This will restore a bit of balance to the scenario. (NB: This is a must for 3.0)

I tried A0 with the multihex attack, and in that scenario isn't really useful. I don't know if you remember this, but in earlier versions of the campaign there was a message that stated that the length of C part was undecided, maybe 2 or 3 scenarios, and that it had to talk about the Elves' movements. I'm against dropping of C2, but I agree that it can improved, like every scenario after all.Eros wrote:Can we drop C2. I dont think that it adds anything to te campaign and it just draws out the end. The only good bit about the scenario is the multi-hex attack that can go in A0 without any problem. No one would be able to stop the Quenoth elves anyway and who says akhenku can control sea monsters.

Nuked, exactly as a lot of other files. While I wasn't able to run wmlscope in the way that Anonymissimus said, running it in the way that I imagined really helped.Eros wrote:There are a number of unused maps.

I know, but I wasn't able to find a better solution. I thinked to store prisoners inside their captors, but this made almost impossible making the release code for A7 working. Leaving as it was had the effect that, when killing a captor that had two units, only one of them was released.Eros wrote:<developer>The code for the enemy catching your units is not to good, otherwise this scenario is essentially complete.</developer>
Current maintainer of these add-ons, all on 1.16:
The Sojournings of Grog, Children of Dragons, A Rough Life, Wesnoth Lua Pack, The White Troll (co-author)
The Sojournings of Grog, Children of Dragons, A Rough Life, Wesnoth Lua Pack, The White Troll (co-author)
Re: The Sojournings of Grog (1.8 - 1.9 coming soon?)
Could do though I shall need some convincingThird option: my idea is that such albino Troll was born while Grog was away; and the Dwarves decided to capture him to sale him as a rarity and make some money. What do you think?

Yes I know, because the captor has attacked for that turn it will give the player one turn to try and kill it before he is overtaken. Alternatively just tag it as guardian for a similar though not so good effect. Basicly you want the captor not to attack stuff. (1) because he might capture two units (2) because he might kill him self attacking which makes it to easy for the player., you mean that if a unit captured another, the captor should try to flee? It looks a bit hard to do... Consider that I haven't yet managed to understand the 1.8 AI syntax
vacillations = ~ ... ~~~ ... ~~~~~~~~~~~~ ... Still not convinced ~~~ You are in charge now.I tried A0 with the multihex attack, and in that scenario isn't really useful. I don't know if you remember this, but in earlier versions of the campaign there was a message that stated that the length of C part was undecided, maybe 2 or 3 scenarios, and that it had to talk about the Elves' movements. I'm against dropping of C2, but I agree that it can improved, like every scenario after all.

The code works fine it is just the effect that needs a little tweaking.I know, but I wasn't able to find a better solution. I thinked to store prisoners inside their captors, but this made almost impossible making the release code for A7 working. Leaving as it was had the effect that, when killing a captor that had two units, only one of them was released.
"Genius is 10% inspiration and 90% perspiration" (Thomas Edison) Which is why I smell so bad!
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Re: The Sojournings of Grog (1.8 - 1.9 coming soon?)
Done, it will be in 2.10.2 for 1.9.1. I removed also the Flesh Golem and the non animated Lava Monsters as well.Eros wrote:Lets scrap the Naga Abomination and replace with mirmidon in its only use in the final scenario.
I just found a solution: when a unit dies... (untested)Eros wrote:Quote:
, you mean that if a unit captured another, the captor should try to flee? It looks a bit hard to do... Consider that I haven't yet managed to understand the 1.8 AI syntax
Yes I know, because the captor has attacked for that turn it will give the player one turn to try and kill it before he is overtaken. Alternatively just tag it as guardian for a similar though not so good effect. Basicly you want the captor not to attack stuff. (1) because he might capture two units (2) because he might kill him self attacking which makes it to easy for the player.
Code: Select all
{VARIABLE second_unit.goto_x lich_castle}
{VARIABLE second_unit.goto_y lich_castle}
I already tweaked the release code, by making units released having half hitpoints and by using NEAREST_HEX to avoid summoning them in the void. Or do you mean the killing event?Eros wrote:The code works fine it is just the effect that needs a little tweaking.
Current maintainer of these add-ons, all on 1.16:
The Sojournings of Grog, Children of Dragons, A Rough Life, Wesnoth Lua Pack, The White Troll (co-author)
The Sojournings of Grog, Children of Dragons, A Rough Life, Wesnoth Lua Pack, The White Troll (co-author)
Re: The Sojournings of Grog (1.8 - 1.9 coming soon?)
BrillDone, it will be in 2.10.2 for 1.9.1. I removed also the Flesh Golem and the non animated Lava Monsters as well.
The whole effect/gameplay thing is a bit off, IMO, adding the GOTO might solve things a little.I already tweaked the release code, by making units released having half hitpoints and by using NEAREST_HEX to avoid summoning them in the void. Or do you mean the killing event?
Dialog is stll a WIP.
"Genius is 10% inspiration and 90% perspiration" (Thomas Edison) Which is why I smell so bad!
Re: The Sojournings of Grog (1.8 - 1.9 coming soon?)
Hey wait I forgot to say about the story images. The ones in forums/ are so good that they are now part of my slideshow on my desktop. The others arent, IMO, so good and the ones in Swamplings come from the South Guard.
EDIT: Looking back at the records we orig wanted to recolour the mainline elves for "desert". Though this is not necessary it would be nice if someone is interested.
EDIT: Looking back at the records we orig wanted to recolour the mainline elves for "desert". Though this is not necessary it would be nice if someone is interested.
"Genius is 10% inspiration and 90% perspiration" (Thomas Edison) Which is why I smell so bad!
- Elvish_Hunter
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Re: The Sojournings of Grog (3.0 for 1.9.x coming soon)
Eros wrote:Hey wait I forgot to say about the story images. The ones in forums/ are so good that they are now part of my slideshow on my desktop.

Of course. The main problem is that the Desert Hunter line won't have any portrait, because Elvish Hunters aren't mainline, and they don't have any portrait as well. That said, LightFighter did it for his campaign, at least partially, and you can see it here: http://forums.wesnoth.org/viewtopic.php?f=23&t=31705Eros wrote:Looking back at the records we orig wanted to recolour the mainline elves for "desert". Though this is not necessary it would be nice if someone is interested.
I also looked at your new maps. I wasn't able to notice many changes, but I think that adding the volcanos like you did in B7 was a good idea

I also worked on E-kills.cfg, and I found what made it not working correctly, that is on ranged only: there was a range=ranged too much, and this was missing:
Code: Select all
[filter_second_attack]
range=ranged
[filter_second_attack]
Spoiler:
Current maintainer of these add-ons, all on 1.16:
The Sojournings of Grog, Children of Dragons, A Rough Life, Wesnoth Lua Pack, The White Troll (co-author)
The Sojournings of Grog, Children of Dragons, A Rough Life, Wesnoth Lua Pack, The White Troll (co-author)
Re: The Sojournings of Grog (3.0 for 1.9.x coming soon)
I apologise for my lack of work at the moment. I have just started regular shifts at work and on the days that I work I get about 4 hours a day where I'm not sleeping, working on getting ready for one of those two!
I was also working on getting the Repository released and such.
I fully intend to come back and finish my work here. I just need to finish UtBS first (and I will not be re-doing the dialogue for that as it will take too much time right now). I can't promise a timeframe but I will get back to playing UtBS when I get home on Thursday.
Of course, if you want to have a go at it, feel free. But, once I have a better grasp on the way Trolls speak as per 'official' Wesnoth, I think I can bring all the dialogue into coherence fairly easily.
As I said when I started, I'm just so lazy and find it easier to do no work at all. A kick in the backside is all I need. Besides, all the work you're doing on new scenario's and changing plot lines, it's best if I wait until you have settled on the final campaign before I replay it.
Edit: One thing that would be useful would a list of plot related issues that need to be decided upon; so that we can decide them and make it easier to do that dialogue. Such as the back story of the White Troll. I did keep a list of everything I thought of, but I don't know how up-to-date it is.
As per the white Troll, if you're aiming for coherence with mainline: White Trolls don't exist in any other campaign. You can either make them a shy, minority off-shoot that evolved after 'The Fall', make this particular one be the only one that was perhaps cast off and forced to live on the fringes of the Troll society - so wasn't captured/killed when the Dwarves invaded, or, as a result of experimenting with magic, this Troll was changed.
In fact, I like the third option... as I have said many times, the issues present in "homecoming" regarding the three paths led to the White Troll being placed in the bottom path to add value to taking the longest route - Perhaps Elyssa can mention that there was a mad, dangerous Troll as a result of a disastrous magical experiment who was locked in a cage in the southern tunnel. Or something
I was also working on getting the Repository released and such.
I fully intend to come back and finish my work here. I just need to finish UtBS first (and I will not be re-doing the dialogue for that as it will take too much time right now). I can't promise a timeframe but I will get back to playing UtBS when I get home on Thursday.
Of course, if you want to have a go at it, feel free. But, once I have a better grasp on the way Trolls speak as per 'official' Wesnoth, I think I can bring all the dialogue into coherence fairly easily.
As I said when I started, I'm just so lazy and find it easier to do no work at all. A kick in the backside is all I need. Besides, all the work you're doing on new scenario's and changing plot lines, it's best if I wait until you have settled on the final campaign before I replay it.
Edit: One thing that would be useful would a list of plot related issues that need to be decided upon; so that we can decide them and make it easier to do that dialogue. Such as the back story of the White Troll. I did keep a list of everything I thought of, but I don't know how up-to-date it is.
As per the white Troll, if you're aiming for coherence with mainline: White Trolls don't exist in any other campaign. You can either make them a shy, minority off-shoot that evolved after 'The Fall', make this particular one be the only one that was perhaps cast off and forced to live on the fringes of the Troll society - so wasn't captured/killed when the Dwarves invaded, or, as a result of experimenting with magic, this Troll was changed.
In fact, I like the third option... as I have said many times, the issues present in "homecoming" regarding the three paths led to the White Troll being placed in the bottom path to add value to taking the longest route - Perhaps Elyssa can mention that there was a mad, dangerous Troll as a result of a disastrous magical experiment who was locked in a cage in the southern tunnel. Or something
