The Altaz Mariners (the non-linear pirate campaign)

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Bob_The_Mighty
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Joined: July 13th, 2006, 1:15 pm

Re: The Altaz Mariners (the non-linear pirate campaign)

Post by Bob_The_Mighty » May 15th, 2018, 11:01 pm

Hey Mike. Thanks for your comments, sorry it's taken a while to reply. I don't have much time at the moment to work on this, and it seems I have a LONG list of fixes and improvements to make (though I kept up with changes during the first half of your adventure).

So you started like five months ago? And you say you'd like it go to on even longer?? :) I guess that must the campaign has something going for it! Of course, the storyline isn't entirely wrapped up as we had vaguely planned to make a second part - but that was before we realised how much was involved in fleshing out what we have. It's really nice to know there are others on the same wavelength in terms of appreciating the attention to detail in the dialogue and world building. Seems you enjoy the same mix of puzzles and tactical challenges too.

I actually intended The Crossing scenario to be played as a kind of cat-and-mouse chase. The fact the players are outgunned as they transport the troops across the strait means they have to rely on staying out of harm's way and using their greater mobility to sneak through where they can. I'm impressed you got stuck in and still made it. Nice to know it's doable that way too.

As for the other two final battles, I think I'll make them a bit tougher. Good point about the lighting and terrain. I also think allowing the computer to spend their gold on higher levels unit would help them make the most of their gold bonus. Then again, I think you were well prepared and did a great job of training your team. The screenshot you posted is hilarious - Sir Bollon must have been somewhat surprised to see that vast army splashing through the sewers.

Anyway, I appreciate all the effort you put in to play through the buggy parts, and to report your progress in a way that was both really useful and entertaining to follow. Best feedback ever, it's official.
My current projects:
2p Campaign: The Altaz Mariners
3p Survival: Save The Village

The_Nisse2
Posts: 1
Joined: July 16th, 2013, 8:37 pm

Re: The Altaz Mariners (the non-linear pirate campaign)

Post by The_Nisse2 » July 7th, 2018, 8:24 pm

I've followed the Altaz Mariners since just about the beginning and absolutely loved it! I hope someday it will be brought to 1.14

tribes55
Posts: 67
Joined: June 10th, 2012, 4:29 am

Re: The Altaz Mariners (the non-linear pirate campaign)

Post by tribes55 » July 10th, 2018, 1:25 pm

Hey Bob,

I've been really enjoying your campaign here! I've been playing it with a friend of mine, and regardless of a few hiccups, we've been having a blast.

I wanted to report a bug!
Whenever your leader unit gain a new strike as player 2 or the poacher, Hugo, it doesn't actually give your character a new strike but a new 0-1 attack. Additionally, the player 1 leader, Largo, will lose these strikes/contributions when they advance in level. I think the same might occur for Hugo too, but I cannot confirm because he doesn't actually get the strikes/damage added.

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Bob_The_Mighty
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Re: The Altaz Mariners (the non-linear pirate campaign)

Post by Bob_The_Mighty » July 10th, 2018, 4:15 pm

Hi Tribes55. Glad you're enjoying it. Can you tell me which version of the campaign you are using? And which version of Wesnoth are you playing it on? I remember that bug, but I thought it was fixed a long time ago.
My current projects:
2p Campaign: The Altaz Mariners
3p Survival: Save The Village

tribes55
Posts: 67
Joined: June 10th, 2012, 4:29 am

Re: The Altaz Mariners (the non-linear pirate campaign)

Post by tribes55 » July 10th, 2018, 7:09 pm

Hey Bob!

You might be right that it's fixed, but I was under the impression that the latest version of the campaign was available on version 1.10.
Was I wrong there?

The version is 2.2 :)


If I may ask, what is the latest version available on, as in, what version of Wesnoth?

Thanks!

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Bob_The_Mighty
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Joined: July 13th, 2006, 1:15 pm

Re: The Altaz Mariners (the non-linear pirate campaign)

Post by Bob_The_Mighty » July 10th, 2018, 7:29 pm

Hey Tribes. Just had a look and you're right. The last official version of the campaign was 2.2 for Wesnoth 1.10. Which was five years ago! That was quite a shock and a good incentive to get the new version ported and polished...
My current projects:
2p Campaign: The Altaz Mariners
3p Survival: Save The Village

tribes55
Posts: 67
Joined: June 10th, 2012, 4:29 am

Re: The Altaz Mariners (the non-linear pirate campaign)

Post by tribes55 » July 16th, 2018, 1:23 am

Can't wait for the next update!

Edit:

I'd like to clarify if I wasn't so sure in my last bug report that the bug regarding the modification to Hugo's attack. It creates an additional form of attack, separate from melee or bow, as if it's something else entirely.

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