"The fellowship of the Clay" Humans gaining ground story

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Re: "The fellowhip of the Clay" Humans gaining ground story

Postby Reval » August 26th, 2011, 2:19 pm

Ceres wrote:Version 0.7.1 is up.
I'm still waiting for a scenario that works without having to mess with it for months.



Öh, should I feel addressed in any way?!? :oops: 8)

Still, I realy like the scenario - I hope everyone else does too!

And another update just hit the add-on server:
Version 0.7.2!
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Re: "The fellowhip of the Clay" Humans gaining ground story

Postby Reval » September 29th, 2011, 12:35 pm

TFotC 0.8.1: has been uploaded
This is one of the bigger updates as it not only includes a new scenario but a lot of bugfixes too.
  • added scenario 14 :D
  • [filter_side]Errors removed
  • Arrival in scenario 13 no longer shows teleportation annimations on all hexes
  • Aryad will keep his portrait when reaching lvl3
  • Missing singpost in scenario 12 added
  • Shortened the time to survive in scenario 13 and added the information to the objectives
  • Elvish leader in scenario 13 now appears on the keep
  • Appearence of dwarves in scenario 13 changed
  • Harriett's portrait has been resized
  • Some text passages have been tuned
  • fixed spelling mistakes
  • Campaign ends with a missing scenario 15 error after scenario 14 again. Reason why we deceided NOT to code an "end" as long as the campaign is unfinished: The way it is now, you can use your last save for the last scenario when a new scenario is added. If the last scenario is coded to end the campaign, you would have to replay from the second last scenario. As the last version on the add-on server DID end properly, you do have to start from a save in scenario 12 so that your game will jump to a version of scenario 13 that again starts scenario 14 instead of just ending. Everything clear :geek: :whistle:
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Re: "The fellowhip of the Clay" Humans gaining ground story

Postby Reval » October 9th, 2011, 6:49 pm

I just uploaded TFotC 0.8.5 which further balances sceanrio 14:
- The gaps between the undeed troops haave been widened
- The round limit has been increased

This way, you actualy have the possibility to avoid most of the undead. Scenario 14 is regarded as complete now.
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Cheating the elves [EDITED]

Postby Mu » November 19th, 2011, 4:34 pm

I think maybe you want to know how I cheated the elves in The Race scenario. Details follow, don't look if you want to win cleanly:

Spoiler:


I tell this in case you want to take means against that, or simply leave the trick open.
Last edited by Mu on November 21st, 2011, 5:59 pm, edited 1 time in total.
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Re: Cheating the elves

Postby Reval » November 19th, 2011, 6:37 pm

Mu wrote:I think maybe you want to know how I cheated the elves in The Race scenario.

I was quite frustrated after losing the first time, and fearing to lose again :doh:

...

Aryad sad "Impressive 2 villages to 1" :P

I tell this in case you want to take means against that, or simply leave the trick open.


Hi Mu!
Would you mind marking your hint as "spoiler"? Maybe some others want to try first.

Spoiler:


Hope you still enjoy the campaign! Btw. Scenario 15 has gone pretty far already but still needs some work.
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Re: "The fellowhip of the Clay" Humans gaining ground story

Postby Mu » November 21st, 2011, 5:57 pm

Sorry Reval, I didn't even think in that.
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Re: "The fellowhip of the Clay" Humans gaining ground story

Postby Reval » November 27th, 2011, 12:11 pm

Just uploaded version 0.8.6.

You will feel no differences with this version but it is still very important as there was a bug regarding the storing of your units at the end of scenario 14. The old bug causes most of your units to be gone at the start of scenario 15.

Scenario 15 is soon to be realeased and I am afraid that you have to replay scenario 14 (entering with you last save from 13) if you already play it on version 0.8.5. i.e. scenario14-save-games created with version 0.8.5 will couse you not to be able to play scenario 15.
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Re: "The fellowhip of the Clay" Humans gaining ground story

Postby Reval » December 16th, 2011, 4:11 pm

TFotC 0.9.1: has been uploaded

  • added scenario 15 :D
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Re: Cheating the elves [EDITED]

Postby csarmi » January 1st, 2012, 11:50 am

Mu wrote:I think maybe you want to know how I cheated the elves in The Race scenario. Details follow, don't look if you want to win cleanly:

Spoiler:


I tell this in case you want to take means against that, or simply leave the trick open.


Unfortuntaley, you don't have enough moves to do that. At least I didn't.

That scenario is stupid, frustrating, annoying and unfair.

Villages are placed in a way that your units can seldom take two in a row.
Also, you spawn momsters 100% of the time while the outrider spawns monsters 0% of the time.

I did beat him with save scumming and running after the AI (to take his villages), but a map like this should be beatable if you play well. Not beatable if yu get lucky.

Yeti map: You write in the description: get all yur units to MountainHome (or whatever the name is) then you give me a merman fighter as one of the staring units, that can move 1 tile per turn on hills. Certainly, I can suicide him, but it is still silly.
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Re: Cheating the elves [EDITED]

Postby Reval » January 1st, 2012, 10:13 pm

csarmi wrote:Villages are placed in a way that your units can seldom take two in a row.


That is exactly the trick: you have to plan your route - otherwise it would just be unloosable, don't you think?

csarmi wrote:Also, you spawn momsters 100% of the time while the outrider spawns monsters 0% of the time.


The implemented and intended mechanics is that the player as well as the AI have a 50% chance to spawn a opponent when taking a village. So either you got extremly unlucky or something is broken. We'll have a look at it.

csarmi wrote:Yeti map: You write in the description: get all yur units to MountainHome (or whatever the name is) then you give me a merman fighter as one of the staring units, that can move 1 tile per turn on hills. Certainly, I can suicide him, but it is still silly.


Hm, indeed you shouldn't have him autorecruited - at least I never had. My slowest unit was always Merdor. If you don't mind, you can send me a few save games. Btw. wich version of BfW and TFotC did you use?
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Re: "The fellowhip of the Clay" Humans gaining ground story

Postby csarmi » January 1st, 2012, 11:21 pm

1.9.13.

When entering a new village, I spawned a monster every time with my leader. Not always with the horse. The AI never got a single monster spawned on him.

No planning of your route helps, when villages are simple too far away. In the forest sometimes you take 3 turns to get into the next village. Being chased by a Giant Spider.

As for which version of addon, I don't know, I downloaded it yesterday.

I've found something else very annoying too. It is most annoying in the swamp map (cross the bridge), but it has happened earlier too. I planned my route and strategy carefully (taking villages ahead for teleport drops), then you destroy it by some silly message of my griffin rider doing some invention and getting teleported halfway home.

Teleporting key units of the player without any notification, predictability is NOT fun.
Attachments
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TFotC-Dragnet_Operation_Turn_5a.gz
(103.98 KiB) Downloaded 132 times
TFotC-Convincing_the_Father_replay.gz
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Re: Cheating the elves [EDITED]

Postby Adamant14 » January 2nd, 2012, 12:11 pm

Reval wrote:
csarmi wrote:Yeti map: You write in the description: get all yur units to MountainHome (or whatever the name is) then you give me a merman fighter as one of the staring units, that can move 1 tile per turn on hills. Certainly, I can suicide him, but it is still silly.


Hm, indeed you shouldn't have him autorecruited - at least I never had. My slowest unit was always Merdor. If you don't mind, you can send me a few save games. Btw. wich version of BfW and TFotC did you use?



I also had a merman fighter at the start.
Not funny.

I played Wesnoth 1.9.7, TFotC version 0.9.1





I like this addon, good job :)
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Re: "The fellowhip of the Clay" Humans gaining ground story

Postby Reval » January 2nd, 2012, 2:36 pm

csarmi wrote:1.9.13.

When entering a new village, I spawned a monster every time with my leader. Not always with the horse. The AI never got a single monster spawned on him.

No planning of your route helps, when villages are simple too far away. In the forest sometimes you take 3 turns to get into the next village. Being chased by a Giant Spider.

Teleporting key units of the player without any notification, predictability is NOT fun.



The Merman in Sc9 is definitly a bug. I hope we get it fixed very soon as we are currently still busy with the second last scenario. I can only apologize for it.

For Feyndwarf in Sc12, you are probably right too - his event appears in round 5 and I hoped that he would not have moved far until then - I guess letting this happen in round 3 or 4 might be better.

For Sc4: As said, you seem to have had a lot of bad luck, this behavior is at least not intended. One reason for your impression might be the time when the Wesnoth engine calculates the chance for a random event: it happens at the begining of a turn. So in case the Wesnoth engine calculated that this turn a monster will be spawned, it does not help to go backto the begining of the turn (second last turn MIGHT result in a differnt outcome). But this also means that however of your units captures the first village gets the monster - that gives at least some possibility for Snow-White to not get it.

As said, Sc4 is intended to be a puzzle and as such, the solution should not be obvious. I will send you one of my solutions as PM just to show that there are a few.

Anyway, I thank you for your feedback!
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Re: "The fellowhip of the Clay" Humans gaining ground story

Postby Ceres » January 2nd, 2012, 8:16 pm

About scenario 4:
Probability to spawn an enemy when capturing a village:
Code: Select all
Difficulty Level               You                    Outrider
 easy                            25 %                   25 %
 medium                          33 %                   33 %
 hard                            44 %                   0 %  (we might change the 0% if that's too hard)
Relevant code section:
About scenario 9:
Sorry, there was one random recall that unfortunately happened to be a merman for you. Will be fixed in the next version.

About scenario 12:
Yeah, turn 5 is too late. I changed that to turn 2.


Adamant14 wrote:I like this addon, good job :)

Thanks ^_^
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Re: "The fellowhip of the Clay" Humans gaining ground story

Postby Reval » January 3rd, 2012, 4:59 pm

TFotC 0.9.2: has been uploaded

  • some units were marked as loyal, while they were not - now they are
  • In Scenario 8 (Recruiting Harriett) no random unit will be autorecruited so that you might not end up with a slow Merman
  • In Scenario 12 (Dragnet Operation) Feyndwarfs Dialogue has been moved forward from round 5 to round 2
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