Scenario Review: (UTBS) 8. Out of the Frying Pan...

Feedback for the mainline campaign Under the Burning Suns.

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frickenmoron
Posts: 9
Joined: April 30th, 2006, 10:56 am

Post by frickenmoron »

im playing with 1.12a and im getting the water serpent error. can anyone help me to fix it? i tried to edit the maps config files by changing it to sea serpent, deleting the lines etc, restarting the scenario over and loading the map before it to make it load newly, still i always get that error once i reach that point :(

I just want to finish the campaign but I cant get through that error.
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Oliphant
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Post by Oliphant »

I just played this whole campaign on 1.1.2a. You can just skip going that way. There's an error with some serpent or other in 2 different campaigns and you can go around it in both. The one with the caves you have to go through the temple, and don't go west where the water is. The one with the island just don't go too far northwest.
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Xandria
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Post by Xandria »

I too could not recruit, just recall. So what.

The cave part was passable without save-load very well, the outside part not so. Especially the level 3 escort of the messenger was a little too much to swallow. Load-load-load. With four attacks a piece, they can kill almost any of your units even without ridiculous luck, regardless of 60 def on sand - two of them gang up on a target, and send it packing...

other than that, I noticed a weird occurrence: the first time I played it (had to restart) there appeared about five ghosts, a backstabber ghost and a wraith. The second time I played, a single ghost came.
The fight against human stupidity is endless, but we must never give it up.
- Jan Werich
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Oliphant
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Post by Oliphant »

I found the escorts seem to be rather scared of desert horsemen. I put a couple up by them to block the road with ZOC, and was expecting a fight but the messenger's group split up and didn't attack. The messenger headed back into a village near town! To be fair, there were a couple level 2 elves in the hills -- a prowler and some quick archer type -- within range for the next turn, so maybe the AI knew that and headed for defensive posture.

I got lucky the 1st time with this tactic, didn't expect it. Played the scenario through a 2nd time, and they fought a little, but I managed with 2 horsemen and a rider to box the messenger in until he got to the river where he died in the water. I think the horsemen are the thing to use, anyway.

If you play the scenario for a while milking it for xps they send another messenger group and another and another also the undead keep appearing. It's great for the xps but it can spread your units out a bit trying to contain everything. I got nearly to the end of turns, but all my troops were getting more wounded and I lost a level 3 and a level 2 about to advance which sucked.

Anyway, the thing with the undead force seems to be that it's a random force of variable size every some number of turns. I didn't bother to look at the code but this is the impression I get.

Now I want to play this again... I reinstalled BfW and deleted my data dir so I have to start from scratch ;)
Ragwortshire
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Joined: May 9th, 2006, 8:31 pm
Location: Dublin, Ireland

Post by Ragwortshire »

( 1 ) 112a Challenging
( 2 ) 4 for the underground section, 10 for the battle
( 3 ) Very Clear, as always. The dialog in this campaign is great and perfectly compliments the innovative scenario goals.\
( 4 ) Again, very very good. There are a couple of typos; the river should be "dammed" (not damned).
( 5 ) Killing Durstrang. Basically, I had no chance of a positive income, so at most 5 recalls. Even with my best troops, this was the most persistent piece of saveloading I've ever done, and I fully exploited Durstrang's 1-3 range bug. And of course my best troops cost gold, so I start the next scenario with 154...
( 6 ) 8. This campaign has so many fun and innovative scenarios - a perfect antidote to playing pitched battle after pitched battle in Httt.
( 7 ) I would provide a small income source for the cave section (as was done in scenario 2) and rob 250 gold off the player earlier in the campaign. It's not very realistic, but having -280 gold at the end of the cave section was just silly. Of course, I probably over-recalled, but the amount of the income would be a clue as to how many troops you need.

EDIT: Scratch that. I over-recruited horrendously for the caves; all I really needed were two desert hunters (which quickly leveled up). I did need to saveload once, on the demons (I lost unless I slowed them both). Perhaps the dialog should hint at this, e.g. "We'll need a few brave elves to clear the caves for our people to get through". Although the way I put it, the income (4) really is telling you how much you need.
( 8 ) 100.

My main problem is that when an earlier dialog said "stockpile gold to offset recruit costs", I thought "why not recruit now and then recall for less gold?". In reality, you need the gold because later levels have no income source, and even the longest recall list doesn't help.

EDIT: This is probably wrong too.
Last edited by Ragwortshire on May 22nd, 2006, 7:59 pm, edited 2 times in total.
There midnight's all a-glimmer, and noon a purple glow. (The Lake Isle of Inisfree - W.B. Yeats)
quartex
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Post by quartex »

It's hard, becuase some players have already stockpiled enough gold that the low income isn't a problem for them. I lowered the starting income to compensate for the large amount of villages in the battlefield which you can capture. However to make things a bit easier, I have added a chest of gold to the cave mouth to give you a bit of a boost before the big battle.
Pater-Brown
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Joined: May 26th, 2006, 6:53 pm

Unknown Error

Post by Pater-Brown »

I'm really annoyed. Every time I want to play this level BfW gets crashed. Sometimes after the first speech of the troll, sometimes after the [/story]. There is no error-message, but i have looked up my console and there is written:

error display: could not open image ''
error engine: player not found! (This it repeats maybe 50 times.)
error display: could not open image '(some changing garbage stand here, if the entry hasn't stopped.)'

I'm using a slow computer with Mac OS 10.4 and the newest version from BfW (I think from last Saturday).
quartex
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Post by quartex »

Pater-Brown, I sympathize with your frustration. However those errors appear every time and don't have anything to do with your crash. What's important is the final line the error log. Hopefully the new version of wesnoth will have fixed this bug.

Here's what I suggest you do:
Download wesnoth 1.1.3 for OS X (from the link on page 3 of the 1.1.3 post in the release announcements forum)

Unfortunately you still need to edit a few lines of code in the files for 1.1.3. Right-click (control-click) on the BFW application and choose "show package contents" go to the folder ~/contents/resources/data/campaigns/Under_the_Burning_Suns/. Below are listed the three files you need to edit. Just replace the line marked with a minus sign with the line marked with the plus sign.

Once you do this, open scenario 8 in 1.1.3 and your problems will hopefully be solves.

Code: Select all

File: data/campaigns/Under_the_Burning_Suns/units/Desert_Hunter9.cfg
===================================================================
 [unit]
 #textdomain wesnoth-utbs
-	id=Desert Hunter8
+	id=Desert Hunter9
 	name= _ "Desert Hunter"
 	race=elf
 	gender=male,female

File: data/campaigns/Under_the_Burning_Suns/scenarios/8_Frying_Pan.cfg
===================================================================	
 	# chest of gold in human outpost at cave mouth
-	(PUT_IMG items/chest-plain-open.png 17 21}
+	{PUT_IMG items/chest-plain-open.png 17 21}
 	
 	# kill Elyssa to keep her from being recruited
 
File: data/campaigns/Under_the_Burning_Suns/scenarios/9_Water.cfg
===================================================================
 		message= _ "Oh Tanstafaal, I pity you. This battle was never about you."
 	[/message]
 
-	[then]
+	[/then]
 [/if]
 
 [/event]
Pater-Brown
Posts: 11
Joined: May 26th, 2006, 6:53 pm

reply

Post by Pater-Brown »

Thanks, for the quick answer, but in my Version there isn't any of this errors. I still have not downloaded 1.1.3, but in 1.1.2 these bugs are already fixed or the bugs 2 and 3 are not there, because the whole line is missing. Must I download 1.1.3?
quartex
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Location: Boston, MA

Re: reply

Post by quartex »

Pater-Brown wrote:Thanks, for the quick answer, but in my Version there isn't any of this errors. I still have not downloaded 1.1.3, but in 1.1.2 these bugs are already fixed or the bugs 2 and 3 are not there, because the whole line is missing. Must I download 1.1.3?
1.1.3 fixes a lot of other little bugs that were in 1.1.2. Of course you can play whatever version you like. Good luck.
Pater-Brown
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Joined: May 26th, 2006, 6:53 pm

Post by Pater-Brown »

Now I have Version 1.1.3 and it runs.
Pater-Brown
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Joined: May 26th, 2006, 6:53 pm

Post by Pater-Brown »

uhh, it runs half the time. Again it quits BfW. But this time as the undead emissary wants to fade. Curious is, that I thought, directly after Nym's speech should appear new objectivities, but it doesn't. Right away the emissary comes and fades and before he is killed it quits BfW.
Pater-Brown
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Joined: May 26th, 2006, 6:53 pm

Post by Pater-Brown »

Now I have taken the last Version for getting through and it worked nice.
eisi
Posts: 1
Joined: May 29th, 2006, 10:35 am

Desert Star

Post by eisi »

I just can't get my elvish Shyde to an Star. If I try it kicks me out of the game. I've got version 1.1.2 because 1.1.3 didn't work on my Windows.

I don't know what's wrong with my Shyde.
quartex
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Re: Desert Star

Post by quartex »

eisi wrote:I just can't get my elvish Shyde to an Star. If I try it kicks me out of the game. I've got version 1.1.2 because 1.1.3 didn't work on my Windows.

I don't know what's wrong with my Shyde.
I don't know why that happens. I think the bug may already be fixed in 1.1.3. I'll look into it.
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