Our Longest Year (SP campaign with two playable sides)
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- Luke the Flaming
- Posts: 215
- Joined: October 18th, 2006, 6:25 pm
Re: Our Longest Year (SP campaign with two playable sides)
In the revised verions I've used the offical names from "data/core/team-colors.cfg" (I could check, but I think they did not exist when I created OLY, hence why I needed to use the RGB codes).Adamant14 wrote: ↑December 3rd, 2019, 3:27 pmTaken from OLY scenario 5.cfg :denispir wrote: ↑December 3rd, 2019, 9:26 amCode: Select all
[color_range] id=gold rgb=FFF35A,FFF8D2,994F13,FFF35A name= _ "color^Gold" [/color_range]
color=808080,FFFFFF,000000,808080
Does not work!
Taken from data/core/team-colors.cfg :
color=gold
Does work.
Also taken from data/core/team-colors.cfg :
color=FFF35A,FFF8D2,994F13,FFF35A
Does also work.
So this issue should be already solved... (I surely hope so!)
O, Wind, if Winter comes, can Spring be far behind?
Re: Our Longest Year (SP campaign with two playable sides)
Fixed
Fixed
Fixed
Hopefully fixed
Fixed
Fixed
Author of Antar, Son of Rheor ( SP Campaign) | Development Thread + Feedback Thread + Replays of ASoR
Re: Our Longest Year (SP campaign with two playable sides)
Fixed
Fixed
Author of Antar, Son of Rheor ( SP Campaign) | Development Thread + Feedback Thread + Replays of ASoR
- Luke the Flaming
- Posts: 215
- Joined: October 18th, 2006, 6:25 pm
Re: Our Longest Year (SP campaign with two playable sides)
I have uploaded the revised/reworked/updated version.
Please, do NOT download it if you have a playthrough going on (there are too many differences in the code, the save files may or may not work but it'd be mess in any case).
Thanks to Adamant14 for taking care of OLY while I was away (and inducing me to finish version 2.0, at last! ).
Please, do NOT download it if you have a playthrough going on (there are too many differences in the code, the save files may or may not work but it'd be mess in any case).
Thanks to Adamant14 for taking care of OLY while I was away (and inducing me to finish version 2.0, at last! ).
O, Wind, if Winter comes, can Spring be far behind?
Re: Our Longest Year (SP campaign with two playable sides)
Campaign select menu image and campaign image both don't show up (maybe a problem that only affects Windows users)
should be:
and:
should be:
Why not?
The turn limit is pretty tight, I needed all the turns to finish the first three scenario, on difficulty NORMAL, although I've played through the campaign before (I'm a pretty bad player though). I suggest to raise the turn limit on NORMAL + 2 turns for the first scenarios.
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icon="userdata/data/add-ons/Our_Longest_Year/images/misc/hourglass.png"
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icon="data/add-ons/Our_Longest_Year/images/misc/hourglass.png"
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image="userdata/data/add-ons/Our_Longest_Year/images/campaign_image.png"
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image="data/add-ons/Our_Longest_Year/images/campaign_image.png"
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allow_difficulty_change=no
The turn limit is pretty tight, I needed all the turns to finish the first three scenario, on difficulty NORMAL, although I've played through the campaign before (I'm a pretty bad player though). I suggest to raise the turn limit on NORMAL + 2 turns for the first scenarios.
Author of Antar, Son of Rheor ( SP Campaign) | Development Thread + Feedback Thread + Replays of ASoR
- Luke the Flaming
- Posts: 215
- Joined: October 18th, 2006, 6:25 pm
Re: Our Longest Year (SP campaign with two playable sides)
EDIT: version 2.0.1 uploaded. Thanks for the feedback!
If other players will find it too hard, I'll change it (in the meantime, if it is too annoying for you, just tweak the code on your end ).
EDIT: for now, added 1 turn on Normal in scenarios 1-3.
Changing it now!
EDIT: the deafult is "yes" according to the wiki, so I've really no idea why it was set on "no" (anyway, I changed it).
Ouch, fixing it now!
Yes, it is (by design).
If other players will find it too hard, I'll change it (in the meantime, if it is too annoying for you, just tweak the code on your end ).
EDIT: for now, added 1 turn on Normal in scenarios 1-3.
I'm afraid I did not specify it (since the option did not exist years ago) and Wesnoth must have "no" as default (sorry!).
Changing it now!
EDIT: the deafult is "yes" according to the wiki, so I've really no idea why it was set on "no" (anyway, I changed it).
O, Wind, if Winter comes, can Spring be far behind?
Re: Our Longest Year (SP campaign with two playable sides)
The Escape (NORMAL difficulty):
The pursuers appear on side 3 turn 3, but there is already fog! The fog appears on turn 3 (side 1 turn 3), so the player cannot see the pursuers arriving. But they should, so that the following dialogue works better.
Maybe the fog can be removed completely, because the map is already partially covered by Shroud anyway.
The wild creatures come all at once, and all from the same direction. It was different in the old version, and I liked it better..
If the Barony troops capture a village, it would be nice if a corresponding flag appearers on the village.
The round limit could be increased by two turns. For a lousy player like me your NORMAL is rather HARD for me.
EDIT:
Defence of the vale (NORMAL difficulty):
When a drake moves to the village 26,21 nothing happens, because the village is and you filter for
This one I have noticed, I've not checked if the others work or not.
Maybe you can use simply in your filter.
The pursuers appear on side 3 turn 3, but there is already fog! The fog appears on turn 3 (side 1 turn 3), so the player cannot see the pursuers arriving. But they should, so that the following dialogue works better.
Maybe the fog can be removed completely, because the map is already partially covered by Shroud anyway.
The wild creatures come all at once, and all from the same direction. It was different in the old version, and I liked it better..
If the Barony troops capture a village, it would be nice if a corresponding flag appearers on the village.
The round limit could be increased by two turns. For a lousy player like me your NORMAL is rather HARD for me.
EDIT:
Defence of the vale (NORMAL difficulty):
When a drake moves to the village 26,21 nothing happens, because the village is
Code: Select all
Hhd^Vhh
Code: Select all
Hh^Vhh
Maybe you can use simply
Code: Select all
*^V*
Author of Antar, Son of Rheor ( SP Campaign) | Development Thread + Feedback Thread + Replays of ASoR
- Luke the Flaming
- Posts: 215
- Joined: October 18th, 2006, 6:25 pm
Re: Our Longest Year (SP campaign with two playable sides)
Fog = it should appear on turn 4, not 3 (so the dialogues can be followed). Fixed.
The fog is there to obfuscate the postions of the chasers (unless you keep a few units as rearguard sentries... strategic decisons are good to have ).
Wild creatures are now a faction (with a leader, gold and normal rules), rather than a few enemy untis generated at random every few turns (an idea that I liked but that was too trivial for the players to face).
Why do you need the flag of the Barony? It does not appear because they are a side with no leader in this scenario (so they do not get or use gold; in fact, there are no "village of theirs" in this scenario: they revert to neutral when they grab them, as always with leaderless factions).
The difficulty curve is obviously very opinable. Maybe you would enjoy EASY more? (There wouldn't be anything bad about it; it's a game, not an exam!)
EDIT: I've checked all those events in scenario 07_D and... only that one had a missing letter in the code; thanks for finding it! Fixed.
The fog is there to obfuscate the postions of the chasers (unless you keep a few units as rearguard sentries... strategic decisons are good to have ).
Wild creatures are now a faction (with a leader, gold and normal rules), rather than a few enemy untis generated at random every few turns (an idea that I liked but that was too trivial for the players to face).
Why do you need the flag of the Barony? It does not appear because they are a side with no leader in this scenario (so they do not get or use gold; in fact, there are no "village of theirs" in this scenario: they revert to neutral when they grab them, as always with leaderless factions).
The difficulty curve is obviously very opinable. Maybe you would enjoy EASY more? (There wouldn't be anything bad about it; it's a game, not an exam!)
EDIT: I've checked all those events in scenario 07_D and... only that one had a missing letter in the code; thanks for finding it! Fixed.
O, Wind, if Winter comes, can Spring be far behind?
Re: Our Longest Year (SP campaign with two playable sides)
Of course I know why the Barony doesn't set flags when they conquer a village. And I also know that the Barony doesn't need that gold, but that's not what I'm talking about. In terms of gameplay, this is also completely unimportant. It's more about the atmosphere. More about what is visible to the player. It just would just be nicer if there was a flag, as if a real enemy would capture the villages. The usual Wesnoth behaviour, that sites without leader villages don't flag has always bothered me a little bit. If the wild creatures don't flag their villages, I wouldn't mind, but the arch-enemy, the Barony, should put flags on their villages to show their ownership. Of course this is not really important, just cosmetics and my personal taste.Luke the Flaming wrote: ↑December 15th, 2019, 1:16 pm Why do you need the flag of the Barony? It does not appear because they are a side with no leader in this scenario (so they do not get or use gold; in fact, there are no "village of theirs" in this scenario: they revert to neutral when they grab them, as always with leaderless factions).
Author of Antar, Son of Rheor ( SP Campaign) | Development Thread + Feedback Thread + Replays of ASoR
- Luke the Flaming
- Posts: 215
- Joined: October 18th, 2006, 6:25 pm
Re: Our Longest Year (SP campaign with two playable sides)
Understood (I was not implying that you lack info on WML or Wesnoth, just explaining why it works in that way; no offense intended).
I'm so used to consider it a "core behaviour" of the game that it did not bother me.
If I had to find a "flavourful" explanations, it's because they are just a few rider chasing our heroes, not yet conquering everything (since the zone is labeled in the dialogues as poor and full of dangerous wild creatures, so simply "not worth the effort").
Anyway, having an invisible unit with no movement options stuck in a bottom corner (or something like that) as a "leader" just to see the flags should be easy to do.
My doubt is: if a player (not you or me ) saw the flags, would not he think that the Barony has a leader and thus the option to recruit more units? (I would prefer the player to be informed about what he's facing: wild creatures as a faction, chasers as a una tantum event; so (s)he could try to strategize correctly.)
As a sort of compromise, I could give the leader status to Owarec (but as soon as he dies, the flags would disappear).
What do you think about these options?
I'm so used to consider it a "core behaviour" of the game that it did not bother me.
If I had to find a "flavourful" explanations, it's because they are just a few rider chasing our heroes, not yet conquering everything (since the zone is labeled in the dialogues as poor and full of dangerous wild creatures, so simply "not worth the effort").
Anyway, having an invisible unit with no movement options stuck in a bottom corner (or something like that) as a "leader" just to see the flags should be easy to do.
My doubt is: if a player (not you or me ) saw the flags, would not he think that the Barony has a leader and thus the option to recruit more units? (I would prefer the player to be informed about what he's facing: wild creatures as a faction, chasers as a una tantum event; so (s)he could try to strategize correctly.)
As a sort of compromise, I could give the leader status to Owarec (but as soon as he dies, the flags would disappear).
What do you think about these options?
O, Wind, if Winter comes, can Spring be far behind?
Re: Our Longest Year (SP campaign with two playable sides)
I know that it is possible for a side without a leader to capture villages/plant flags. See 'Assassin in the Forest' (a Scenario on the 1.14 and 1.15 add-on server) for reference.
Re: Our Longest Year (SP campaign with two playable sides)
A rude awakening
cathcing -> catching
Retaliation
The majority (of the warriors) were left behind -> was
cathcing -> catching
Retaliation
The majority (of the warriors) were left behind -> was
Re: Our Longest Year (SP campaign with two playable sides)
Just a small thing, but the campaign awards (most times) the wrong laurel/wreath upon completion. (Apparently caused by using the old difficulties syntax.)
Details as to why and how to fix it can be found in issue #3983.
Details as to why and how to fix it can be found in issue #3983.