The Garardine Ascendancy (SP campaign for BfW 1.14)
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Re: The Garardine Ascendancy (SP campaign for BfW 1.14)
Crossing the River: end dialog occurs twice.
Speak softly, and carry Doombringer.
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Re: The Garardine Ascendancy (SP campaign for BfW 1.14)
Not sure if it was intentional or not, but chapter seven (I went north) was a lot harder than the rest. I played on easy, and most of the campaign after the first couple scenarios was pretty easy, but the last two scenarios were pretty brutal.
P.S. I like that you gave the option to skip dialog a couple times.
Spoiler:
Speak softly, and carry Doombringer.
Re: The Garardine Ascendancy (SP campaign for BfW 1.14)
Can you give me some information on how you have concluded the scenario?white_haired_uncle wrote: ↑December 27th, 2018, 2:24 am Crossing the River: end dialog occurs twice.
Well, was intentional the last two scenarios were the hardest of the campaign, but it isn't intentional they were brutalwhite_haired_uncle wrote: ↑December 27th, 2018, 5:15 am Not sure if it was intentional or not, but chapter seven (I went north) was a lot harder than the rest. I played on easy, and most of the campaign after the first couple scenarios was pretty easy, but the last two scenarios were pretty brutal.
Spoiler:
I hope you don't skip them for the quality of my englishwhite_haired_uncle wrote: ↑December 27th, 2018, 5:15 am P.S. I like that you gave the option to skip dialog a couple times.
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Re: The Garardine Ascendancy (SP campaign for BfW 1.14)
My autosaves are gone, but I think the key piece is that I brought the last required unit over on the last turn. The same dialog is triggered by the events turn_end and time_over.
I wasn't sure, but because the objective said there was an early finish bonus I figured there was a chance that if I brought all my heroes over first I could finish early and lose units, so I kept one to be the last one over the river.
I wasn't sure, but because the objective said there was an early finish bonus I figured there was a chance that if I brought all my heroes over first I could finish early and lose units, so I kept one to be the last one over the river.
Speak softly, and carry Doombringer.
Re: The Garardine Ascendancy (SP campaign for BfW 1.14)
Finished chapter 4, replays are attached.
Spoiler:
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.
Created The Rise of Wesnoth (alternative mechanics) version of the mainline campaign.
Re: The Garardine Ascendancy (SP campaign for BfW 1.14)
Hello,
First, thank you for this campaign I did enjoy a lot.
I have by chance detected what I belive to be a small unlikely bug in the victory condition of the scenario "Painted Desert" (where you have to cross a desert while fighting ugly lvl 3 undeads) :
If Baharim gets to the outpost, then goes away, then all the 3 others (Langlot,Betlinda,Sangyn) go to the outpost, and finally Baharim goes back to the outpost, you dont win the scenario, witch I assume is not the expected behaviour.
This is because in the code of the scenario, at line 494 you trigger the victory event only if one of the 3 (Langlot,Betlinda,Sangyn) goes to the outpost, while I assume Baharim should also trigger it.
First, thank you for this campaign I did enjoy a lot.
I have by chance detected what I belive to be a small unlikely bug in the victory condition of the scenario "Painted Desert" (where you have to cross a desert while fighting ugly lvl 3 undeads) :
If Baharim gets to the outpost, then goes away, then all the 3 others (Langlot,Betlinda,Sangyn) go to the outpost, and finally Baharim goes back to the outpost, you dont win the scenario, witch I assume is not the expected behaviour.
This is because in the code of the scenario, at line 494 you trigger the victory event only if one of the 3 (Langlot,Betlinda,Sangyn) goes to the outpost, while I assume Baharim should also trigger it.
My campaign : Pax Romana : The Rise of Vespasian
Re: The Garardine Ascendancy (SP campaign for BfW 1.14)
fixedAdamant14 wrote: ↑December 26th, 2018, 10:05 am id=0404 The Battle for Westin
This displays an 'Image not found' errorCode: Select all
profile=portraits/elvish_marshal.png
fixedAdamant14 wrote: ↑December 26th, 2018, 10:05 amThis displays an 'Image not found' error. It should be wood-elvish, not elvish-woodCode: Select all
{FLAG_VARIANT elvish-wood}
fixedAdamant14 wrote: ↑December 26th, 2018, 10:05 amThis displays an 'Image not found' errorCode: Select all
profile=portraits/durstorn.png
fixed
fixedAdamant14 wrote: ↑December 26th, 2018, 10:05 am Ant (unit.cfg):Image not foundCode: Select all
icon=attacks/fangs-ant.png
All fixed
fixednenau wrote: ↑December 30th, 2018, 4:41 pm Hello,
First, thank you for this campaign I did enjoy a lot.
I have by chance detected what I belive to be a small unlikely bug in the victory condition of the scenario "Painted Desert" (where you have to cross a desert while fighting ugly lvl 3 undeads) :
If Baharim gets to the outpost, then goes away, then all the 3 others (Langlot,Betlinda,Sangyn) go to the outpost, and finally Baharim goes back to the outpost, you dont win the scenario, witch I assume is not the expected behaviour.
This is because in the code of the scenario, at line 494 you trigger the victory event only if one of the 3 (Langlot,Betlinda,Sangyn) goes to the outpost, while I assume Baharim should also trigger it.
Uhm! I'll do something for this thing.
Fixed
The chapter 5 is my favourite
Re: The Garardine Ascendancy (SP campaign for BfW 1.14)
In the Heat of the Night
Played on easy. It was good to have a rest from large battles and play a different type of a scenario. Minor idea - change description of healing potion and say that it heals 8 hp (I was not sure if it heals full or 8 hp).
Walking in the Underground
Played on normal. Dark adepts may make a lot of troubles, so I decided to avoid them. Not hard to play. It gives a feeling of running away.
Temporary Heroes
Played on normal. Very good skirmish type scenario. I think it would be more logical for the guards to move and fight if their prisoner escaped.
Bug in "Forced Enemies" scenario. Lorena has no unit image, perhaps
After the "Painted Desert" scenario I have the Dune Spearguard unit with 0 movement in my recall list.
Played on easy. It was good to have a rest from large battles and play a different type of a scenario. Minor idea - change description of healing potion and say that it heals 8 hp (I was not sure if it heals full or 8 hp).
Walking in the Underground
Played on normal. Dark adepts may make a lot of troubles, so I decided to avoid them. Not hard to play. It gives a feeling of running away.
Temporary Heroes
Played on normal. Very good skirmish type scenario. I think it would be more logical for the guards to move and fight if their prisoner escaped.
Bug in "Forced Enemies" scenario. Lorena has no unit image, perhaps
units/human-peasants/female+senior-village-elder.png
image not found.After the "Painted Desert" scenario I have the Dune Spearguard unit with 0 movement in my recall list.
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.
Created The Rise of Wesnoth (alternative mechanics) version of the mainline campaign.
Re: The Garardine Ascendancy (SP campaign for BfW 1.14)
done
It's a good idea; done
fixed
fixed
All done or fixed in the 1.1.4 version.
Thanks for the feedbacks
Re: The Garardine Ascendancy (SP campaign for BfW 1.14)
Played on normal.
Chapter 6
Forced Enemies
This was easy one. I simply walked through the map. What do you think about making it harder by:
- adding peasants to different spots on the map at the start
- modifying terrain to slower player's units (river, swamp, forest, hills, mountains)
- mounted units are chasing the player. when I played they were not even close to my units
Painted Desert
This was cool. But I felt like the reward for killing lich is too small.
Chapter 7
With Open Cards
I liked that scenario too. A lot of horsemen in the beginning is devastating. Maybe Betlinda should have less gold to make it more challenging? And one minor idea - what do you think about removing the stones near the outer walls or replacing them with castle tiles? I mean, the walls look partially ruined. It may be nice from the story perspective to have walls fixed, Garard should be a good ruler.
Invincible
I think you may give larger castles to the generals. The story in the chapter 7 is good.
You described enemy characters and they are pretty convincing, they are deeper than I expected. Also I liked that Betlinda character is a little bit rough. Each character is unique and have its own intentions. I read the Wesnoth Timeline once again after I finished "The Garardine Ascendancy". Congratulations for finding the blind-spot in the Wesnoth history and filling it with this excellent campaign!
Chapter 6
Forced Enemies
This was easy one. I simply walked through the map. What do you think about making it harder by:
- adding peasants to different spots on the map at the start
- modifying terrain to slower player's units (river, swamp, forest, hills, mountains)
- mounted units are chasing the player. when I played they were not even close to my units
Painted Desert
This was cool. But I felt like the reward for killing lich is too small.
Spoiler:
With Open Cards
I liked that scenario too. A lot of horsemen in the beginning is devastating. Maybe Betlinda should have less gold to make it more challenging? And one minor idea - what do you think about removing the stones near the outer walls or replacing them with castle tiles? I mean, the walls look partially ruined. It may be nice from the story perspective to have walls fixed, Garard should be a good ruler.
Invincible
I think you may give larger castles to the generals. The story in the chapter 7 is good.
You described enemy characters and they are pretty convincing, they are deeper than I expected. Also I liked that Betlinda character is a little bit rough. Each character is unique and have its own intentions. I read the Wesnoth Timeline once again after I finished "The Garardine Ascendancy". Congratulations for finding the blind-spot in the Wesnoth history and filling it with this excellent campaign!
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.
Created The Rise of Wesnoth (alternative mechanics) version of the mainline campaign.
Re: The Garardine Ascendancy (SP campaign for BfW 1.14)
I saw your replay, and I thought it was absolutely necessary to change something; I will add mountains on the east side of the map, to force the player to cross the village or stay to the west, nearest the apparition point of the pursuers, and I will make the pursuers appear a turn before.sergey wrote: ↑January 11th, 2019, 1:00 pm This was easy one. I simply walked through the map. What do you think about making it harder by:
- adding peasants to different spots on the map at the start
- modifying terrain to slower player's units (river, swamp, forest, hills, mountains)
- mounted units are chasing the player. when I played they were not even close to my units
There is also the moral satisfaction
Bearing in mind that this is in any case an intermediate level of difficulty, how much would you reduce Betlinda's gold?
When I conceived the scenario, I had thought about putting the whole circle of city walls back on track, but then I preferred to leave the walls in ruins in some places, to make more difficult to defend the city and also to diversify the map.sergey wrote: ↑January 11th, 2019, 1:00 pm And one minor idea - what do you think about removing the stones near the outer walls or replacing them with castle tiles? I mean, the walls look partially ruined. It may be nice from the story perspective to have walls fixed, Garard should be a good ruler.
After all it's very long and expensive rebuild the walls of a castle.
Why do you think so?
Yours satisfaction it's my satisfactionsergey wrote: ↑January 11th, 2019, 1:00 pm You described enemy characters and they are pretty convincing, they are deeper than I expected. Also I liked that Betlinda character is a little bit rough. Each character is unique and have its own intentions. I read the Wesnoth Timeline once again after I finished "The Garardine Ascendancy". Congratulations for finding the blind-spot in the Wesnoth history and filling it with this excellent campaign!
Thank you for all
Re: The Garardine Ascendancy (SP campaign for BfW 1.14)
Argesilao wrote:There is also the moral satisfactionsergey wrote: I felt like the reward for killing lich is too small.
Starting gold in my case was:
Garard 300
Carolys 400
Gan-Lordur 250
Appaladyn 400
Sangyn 368
In total:
player 668
computer 1050
Numbers looks good. Probably player's veterans and expensive enemy horseman (vs cheap spearmen) are important factors. Maybe change Sangyn's gold to be 280? Though that will vary depending on the carryover bonus.
They will be able to recruit faster in that case, and the scenario will be more challenging.Argesilao wrote:Why do you think so?sergey wrote: Invincible
I think you may give larger castles to the generals.
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.
Created The Rise of Wesnoth (alternative mechanics) version of the mainline campaign.
Re: The Garardine Ascendancy (SP campaign for BfW 1.14)
I think you are right
I'll set to 0 the gold that Betlinda received at the start of the scenario (now is the default value of 100)
I'll probably do some change in the general's castles position and dimension, but I have not yet decided how to do itsergey wrote: Invincible
I think you may give larger castles to the generals.They will be able to recruit faster in that case, and the scenario will be more challenging.Argesilao wrote: Why do you think so?
Re: The Garardine Ascendancy (SP campaign for BfW 1.14)
I think Weldyn is too small in last scenario. Dan' Tonk is larger than Weldyn in campaign, but I don't think that should be the case.
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Re: The Garardine Ascendancy (SP campaign for BfW 1.14)
According to wiki Dan'Tonk is Wesnoth's largest city.
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