The Fall of Wesnoth - Version 1.0.8 Released!
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Re: The Fall of Wesnoth - Version 1.0.3
Hey, I've found what I believe is a problem in scenario "03 Left to Die".
The objective is "Defeat Rovistar". I defeated him, but nothing happened. Looking at the code I found out that his death isn't a victory condition and, according to your comments, it's supposed to never happen...
What to do? Maybe you should give him much more gold (I played on easy) and let the objective be just "survive"...
The objective is "Defeat Rovistar". I defeated him, but nothing happened. Looking at the code I found out that his death isn't a victory condition and, according to your comments, it's supposed to never happen...
What to do? Maybe you should give him much more gold (I played on easy) and let the objective be just "survive"...
- Pewskeepski
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Re: The Fall of Wesnoth - Version 1.0.3
Thanks for reporting!
Did you beat the Lieutenant too? The scenario becomes impossible (i think) when you defeat an enemy leader because the other one gets 2000 gold.
I'll change the objective to match the scenario.
Did you beat the Lieutenant too? The scenario becomes impossible (i think) when you defeat an enemy leader because the other one gets 2000 gold.
I'll change the objective to match the scenario.
"Everything is better with penguins."
Creator of Burning Souls, The Fall of Wesnoth (abandoned) and Adventures of Knighthood (now available on BfW 1.15!)
Creator of Burning Souls, The Fall of Wesnoth (abandoned) and Adventures of Knighthood (now available on BfW 1.15!)
Re: The Fall of Wesnoth - Version 1.0.3
I didn't even try to kill the lieutenant. He had too much gold and I suspected there was something wrong, so I checked the code.
If Rovistar is supposed to stay alive for story reasons (you meet him again later?) you could just make him leave on the ship if he is killed and end the scenario there. If he has no reason to stay alive, you could make the ship leave without him once he is killed.
And give the player some kind of bonus for killing him in both cases. Otherwise the player could just wait in his castle and defend himself.
If Rovistar is supposed to stay alive for story reasons (you meet him again later?) you could just make him leave on the ship if he is killed and end the scenario there. If he has no reason to stay alive, you could make the ship leave without him once he is killed.
And give the player some kind of bonus for killing him in both cases. Otherwise the player could just wait in his castle and defend himself.
- Pewskeepski
- Posts: 378
- Joined: November 17th, 2010, 6:24 pm
- Location: An icy dungeon beneath Antarctica
Re: The Fall of Wesnoth - Version 1.0.3
I suppose the way I did it was a little cruel (The 2000 gold is suppose to allow the enemy to crush your forces)
Could you attach a replay? I'd like to see how you defeated him, and maybe see if there's anything I can do to make him more unbeatable
That would be better.zepko wrote:you could just make him leave on the ship if he is killed and end the scenario there.
Could you attach a replay? I'd like to see how you defeated him, and maybe see if there's anything I can do to make him more unbeatable
"Everything is better with penguins."
Creator of Burning Souls, The Fall of Wesnoth (abandoned) and Adventures of Knighthood (now available on BfW 1.15!)
Creator of Burning Souls, The Fall of Wesnoth (abandoned) and Adventures of Knighthood (now available on BfW 1.15!)
Re: The Fall of Wesnoth - Version 1.0.3
The way you did there was no way to win once you killed the general...Pewskeepski wrote:I suppose the way I did it was a little cruel (The 2000 gold is suppose to allow the enemy to crush your forces)
Here's a replay.
- Attachments
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- TFoW-1-Left_to_Die_replay-t11.gz
- (39.59 KiB) Downloaded 294 times
- Sleepwalker
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Re: The Fall of Wesnoth - Version 1.0.3
Hi, I have been playing this campaign and I have some thoughts:
I really like the dark atmosphere, enhanced by well written dialogue. It feels pretty real most of the time, except in a few cases. Which I might elaborate on later if I have time, which I don't have much left of as I am writing this.
Difficulty Challenging
Prologue:
The Monologue is interesting, and we know it is something unusual that's the bad guy speaking. The cutscene after is largely well written I think. Though it makes the points of each involved perfectly clear, I'd say the debate of the sun kind of drags on from a story perspective. Perhaps in reality it would be even longer I don't know.
The Beginning of the End:
Once I realized the computer was recruiting for me I restarted the scenario, because I had taken all the villages and my computer "pal" got stripped of resources. On my second go I just grabbed a bunch of Rovistars villages just in case I needed the gold later... It gave me a few more units as the north prison camp got more income. Later as my units got injured I took some to heal... Anyway it was medium difficulty, my prison guard allies did most of the dying, while myself only got a few casualties.
Playing the Game:
This one was pretty easy, as long as the group sticks together. I had a stint with some ghosts catching up to some stragglers, but they survived. I figured heading north was a nice spot to explore and defend. By total accident I found the sword under the tree, as I didn't notice it sticking out like a sore thumb against the others.
Left to Die:
I also managed to kill Rovistar, on challenging. But it required a "load last turn" a few times... Yeah punishing the player for killing him is not the way to go. I'll attach my replay if you are interested. It does not involve the actual killing, as I just loaded a previous turn letting him escape, but you see I had the chance. The walking corpses in the swamp proved a nice decoy for the north enemy.
That's all I can write for now.
I really like the dark atmosphere, enhanced by well written dialogue. It feels pretty real most of the time, except in a few cases. Which I might elaborate on later if I have time, which I don't have much left of as I am writing this.
Difficulty Challenging
Prologue:
The Monologue is interesting, and we know it is something unusual that's the bad guy speaking. The cutscene after is largely well written I think. Though it makes the points of each involved perfectly clear, I'd say the debate of the sun kind of drags on from a story perspective. Perhaps in reality it would be even longer I don't know.
The Beginning of the End:
Once I realized the computer was recruiting for me I restarted the scenario, because I had taken all the villages and my computer "pal" got stripped of resources. On my second go I just grabbed a bunch of Rovistars villages just in case I needed the gold later... It gave me a few more units as the north prison camp got more income. Later as my units got injured I took some to heal... Anyway it was medium difficulty, my prison guard allies did most of the dying, while myself only got a few casualties.
Playing the Game:
This one was pretty easy, as long as the group sticks together. I had a stint with some ghosts catching up to some stragglers, but they survived. I figured heading north was a nice spot to explore and defend. By total accident I found the sword under the tree, as I didn't notice it sticking out like a sore thumb against the others.
Left to Die:
I also managed to kill Rovistar, on challenging. But it required a "load last turn" a few times... Yeah punishing the player for killing him is not the way to go. I'll attach my replay if you are interested. It does not involve the actual killing, as I just loaded a previous turn letting him escape, but you see I had the chance. The walking corpses in the swamp proved a nice decoy for the north enemy.
That's all I can write for now.
Sometimes we must be hurt in order to grow, fail in order to know, lose in order to gain, and sometimes we must have to be broken so we can be whole again...
- Nercy Masayon
- Nercy Masayon
- Pewskeepski
- Posts: 378
- Joined: November 17th, 2010, 6:24 pm
- Location: An icy dungeon beneath Antarctica
Re: The Fall of Wesnoth - Version 1.0.3
Awesome, thanks! The constructive criticism could be useful.Sleepwalker wrote:Hi, I have been playing this campaign and I have some thoughts:
I really like the dark atmosphere, enhanced by well written dialogue. It feels pretty real most of the time, except in a few cases. Which I might elaborate on later if I have time, which I don't have much left of as I am writing this.
Now that I read this, I'm thinking a note should be in the objectives telling the player how he gets his units.Sleepwalker wrote:The Beginning of the End:
Once I realized the computer was recruiting for me I restarted the scenario, because I had taken all the villages and my computer "pal" got stripped of resources. On my second go I just grabbed a bunch of Rovistars villages just in case I needed the gold later... It gave me a few more units as the north prison camp got more income. Later as my units got injured I took some to heal... Anyway it was medium difficulty, my prison guard allies did most of the dying, while myself only got a few casualties.
Yeah, this ones an XP factorySleepwalker wrote:Playing the Game:
This one was pretty easy, as long as the group sticks together. I had a stint with some ghosts catching up to some stragglers, but they survived. I figured heading north was a nice spot to explore and defend. By total accident I found the sword under the tree, as I didn't notice it sticking out like a sore thumb against the others.
Could you attach it? I'm trying to figure out the best way to keep the player from defeating him and so replays will help.Sleepwalker wrote:Left to Die:
I also managed to kill Rovistar, on challenging. But it required a "load last turn" a few times... Yeah punishing the player for killing him is not the way to go. I'll attach my replay if you are interested. It does not involve the actual killing, as I just loaded a previous turn letting him escape, but you see I had the chance. The walking corpses in the swamp proved a nice decoy for the north enemy.
Thanks again for the in-depth feedback
"Everything is better with penguins."
Creator of Burning Souls, The Fall of Wesnoth (abandoned) and Adventures of Knighthood (now available on BfW 1.15!)
Creator of Burning Souls, The Fall of Wesnoth (abandoned) and Adventures of Knighthood (now available on BfW 1.15!)
Re: The Fall of Wesnoth - Version 1.0.3
I finished his one few days ago.
My thoughts so far:
- not bad, and I would really like to see the rest of the story
- I assume this campaign has something to do with Invasion from the Unknown? I see some connections here
- maps are decent
Overall it is a decent piece of work, however it is annoying at a times.
Most annoying part was with killing the Rovistar, and what happened next. I managed to do that due to having some 3lvl units with me, and then the northern garrison went crazy and zerged me with a lot of units, most of which died trying to attack me from behind the water line as I moved all my units to the port.
I read previous posts and perhaps you should warn a player that if he decides to kill Rovistar, he will "require more vespene gas" to survive the onslaught from the north.
Also, initial type of unit that main hero is has like 16 hps? something like that. It is a hell in the pants trying to lvl him up with all those lvl1 units you have.
And finally. No healer unit? Come on, give us some convict witch doctor!
...so, I will wait for the second part before giving any rating to that
My thoughts so far:
- not bad, and I would really like to see the rest of the story
- I assume this campaign has something to do with Invasion from the Unknown? I see some connections here
- maps are decent
Overall it is a decent piece of work, however it is annoying at a times.
Most annoying part was with killing the Rovistar, and what happened next. I managed to do that due to having some 3lvl units with me, and then the northern garrison went crazy and zerged me with a lot of units, most of which died trying to attack me from behind the water line as I moved all my units to the port.
I read previous posts and perhaps you should warn a player that if he decides to kill Rovistar, he will "require more vespene gas" to survive the onslaught from the north.
Also, initial type of unit that main hero is has like 16 hps? something like that. It is a hell in the pants trying to lvl him up with all those lvl1 units you have.
And finally. No healer unit? Come on, give us some convict witch doctor!
...so, I will wait for the second part before giving any rating to that
- Pewskeepski
- Posts: 378
- Joined: November 17th, 2010, 6:24 pm
- Location: An icy dungeon beneath Antarctica
Re: The Fall of Wesnoth - Version 1.0.3
Thanks for the feedback!
I have already changed the impossible trap by making Rovistar just leave if you defeat him. This however is not in yet due to me waiting just a little longer to release the next version. There are some small things I'd like to modify before I post 1.0.4 on the server.Evander wrote:I finished his one few days ago.
My thoughts so far:
- not bad, and I would really like to see the rest of the story
- I assume this campaign has something to do with Invasion from the Unknown? I see some connections here
- maps are decent
Overall it is a decent piece of work, however it is annoying at a times.
Most annoying part was with killing the Rovistar, and what happened next. I managed to do that due to having some 3lvl units with me, and then the northern garrison went crazy and zerged me with a lot of units, most of which died trying to attack me from behind the water line as I moved all my units to the port.
I read previous posts and perhaps you should warn a player that if he decides to kill Rovistar, he will "require more vespene gas" to survive the onslaught from the north.
Well, you have plenty of time to level him up. And it gets pretty easy to do so if you find the holy sword in scenario 2.Evander wrote:Also, initial type of unit that main hero is has like 16 hps? something like that. It is a hell in the pants trying to lvl him up with all those lvl1 units you have.
The campaign is suppose to give a sense of difficult survival - I think a healer would break that. And for the record, a unit with healing powers would practically ruin scenario 9 Besides, it can be an interestingly different experience having to focus more on villages.Evander wrote:And finally. No healer unit? Come on, give us some convict witch doctor!
"Everything is better with penguins."
Creator of Burning Souls, The Fall of Wesnoth (abandoned) and Adventures of Knighthood (now available on BfW 1.15!)
Creator of Burning Souls, The Fall of Wesnoth (abandoned) and Adventures of Knighthood (now available on BfW 1.15!)
Re: The Fall of Wesnoth - Version 1.0.3
Time is not a problem. a problem is that main hero is a one-hitter for most of enemies.Pewskeepski wrote:Thanks for the feedback!
Well, you have plenty of time to level him up. And it gets pretty easy to do so if you find the holy sword in scenario 2.Evander wrote:Also, initial type of unit that main hero is has like 16 hps? something like that. It is a hell in the pants trying to lvl him up with all those lvl1 units you have.
And I have never found a sword, never had any idea it is there either
This is something that Fall of Wesnoth does pretty well. Still it could use some "one of a kind" unit that you have to care about because you are not getting anotherThe campaign is suppose to give a sense of difficult survival - I think a healer would break that. And for the record, a unit with healing powers would practically ruin scenario 9 Besides, it can be an interestingly different experience having to focus more on villages.Evander wrote:And finally. No healer unit? Come on, give us some convict witch doctor!
- Sleepwalker
- Art Contributor
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- Joined: October 23rd, 2008, 6:34 am
- Location: Sweden
Re: The Fall of Wesnoth - Version 1.0.3
Oops, I meant to do that but it slipped my mind, anyway here you go. I might write some feedback soon, but too late now again I'm afraid.Pewskeepski wrote:Could you attach it? I'm trying to figure out the best way to keep the player from defeating him and so replays will help.
- Attachments
-
- TFoW-1-Left_to_Die_replay.gz
- (45.96 KiB) Downloaded 302 times
Sometimes we must be hurt in order to grow, fail in order to know, lose in order to gain, and sometimes we must have to be broken so we can be whole again...
- Nercy Masayon
- Nercy Masayon
- Pewskeepski
- Posts: 378
- Joined: November 17th, 2010, 6:24 pm
- Location: An icy dungeon beneath Antarctica
Re: The Fall of Wesnoth - Version 1.0.3
I thought so too, which is why I already added Tanfa to the campaignEvander wrote:This is something that Fall of Wesnoth does pretty well. Still it could use some "one of a kind" unit that you have to care about because you are not getting another
How odd. It seems that replays don't work. Zepko's replay didn't work either; They all give a "missing unit OutlawN type" error. But my replays don't give me such problemsSleepwalker wrote:Oops, I meant to do that but it slipped my mind, anyway here you go. I might write some feedback soon, but too late now again I'm afraid.
The Fall of Wesnoth 1.0.5 is released! (It's 1.0.5 because it's more like two versions than one)
Changes:
* Campaign:
- * Fixed all (I hope) spelling mistakes.
* Implemented Tanfa's dialog.
* Cleaned up the {RECALL_FRIEND} macro.
* Implemented the {ATTACK_DEPTH4} macro.
* Fixed a bug causing gryphons to be given the "Friend" role.
* Sound sources have been implemented throughout.
- * New time over and flavor dialog.
* Added a note about the recruit system.
- * Added Tanfa, a new character.
- * Added more flavor dialog.
* Made the scenario end if player kills Rovistar.
* Placed campfire next to the player's camp.
* Changed the ship's colors to red.
- * Changed the 'stalkers' to loyal units.
* Made the nest's location random.
- * Rewrote the story part to be more in-depth.
- * Hid teams more thoroughly.
* Changed the cave-in to something else.
- * Fixed a bug that occurs if you killed Dwarner previously.
- * Added more dialog at the end.
- * Labeled an objective as optional.
* Made it easier to break the dam.
"Everything is better with penguins."
Creator of Burning Souls, The Fall of Wesnoth (abandoned) and Adventures of Knighthood (now available on BfW 1.15!)
Creator of Burning Souls, The Fall of Wesnoth (abandoned) and Adventures of Knighthood (now available on BfW 1.15!)
Re: The Fall of Wesnoth - Version 1.0.5 Released!
After the prologue, I see an error message:
The game map could not be loaded: illegal title in map: (Wwwrt) 'Wwrt'
The map cannot be loaded
My version of the game 1.9.7 my OS Windows XP
Please, help
The game map could not be loaded: illegal title in map: (Wwwrt) 'Wwrt'
The map cannot be loaded
My version of the game 1.9.7 my OS Windows XP
Please, help
- Pewskeepski
- Posts: 378
- Joined: November 17th, 2010, 6:24 pm
- Location: An icy dungeon beneath Antarctica
Re: The Fall of Wesnoth - Version 1.0.5 Released!
The add-on will work only on Wesnoth 1.9.9 or later.
"Everything is better with penguins."
Creator of Burning Souls, The Fall of Wesnoth (abandoned) and Adventures of Knighthood (now available on BfW 1.15!)
Creator of Burning Souls, The Fall of Wesnoth (abandoned) and Adventures of Knighthood (now available on BfW 1.15!)
Re: The Fall of Wesnoth - Version 1.0.5 Released!
Thank youPewskeepski wrote:The add-on will work only on Wesnoth 1.9.9 or later.