Flight to Freedom (drake campaign)

Discussion and development of scenarios and campaigns for the game.

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torangan
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Post by torangan » June 27th, 2004, 9:46 am

MadMax wrote:I've added the Thunder Spirits and scenario 14. It also has a readme and a makefile.
Nice to see a Makefile but it doesn't work still. The only thing which might make a difference - I noticed that you define a campaign flight_freedom but your directory is named Flight_Freedom. Using Windows this won't make a difference but under Linux case matters. flight_freedom and Flight_Freedom are unrelated directories here. On the other hand - renaming didn't make it work.
BTW I noticed that while this goes into campaigns/, it's the only one. TROW does copy it's files intot the normal directories.

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Post by MadMax » June 27th, 2004, 2:18 pm

I've found the problem. I copied to (WESNOTH_PATH)/campaigns instead of (WESNOTH_PATH)/data/campaigns. This version fixes that.
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Post by Elvish_Pillager » June 27th, 2004, 6:57 pm

How are you supposed to beat Open Ocean? (in hard mode.)

If it's possible, how is it supposed to be difficult?

If there's a strategy that lets you win most of the time, it's just a puzzle scenario. This is bad IMNHO.

If there isn't and it's just chance it's REALLY stupid.
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Post by torangan » June 27th, 2004, 7:55 pm

Yes, using this version I was even able to finish the first scenario. Is it supposed to be very easy on medium? (I didn't have time to play any more scenarios yet.)

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Post by Circon » June 27th, 2004, 9:19 pm

Bug- you can recall an enemy Sea Serpent. Something like this appeare d in the mini campaign.

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Post by MadMax » June 28th, 2004, 11:48 pm

EP, try doing Open Ocean on normal or easy. On easy you get galleons, on normal clippers, and on hard schooners. Also, try moving your two escorts to the left of the first island and sending the Unforgiver down the right. Also, with the sea serpent bug, I have added a fix. It's crude, however (it simply kills every sea serpent on the battlefield after level 6). Here's revision 15. I have added scenario 16. torangan, as I have said before, the first scenario does not take into account difficulty level. The second does, however. The first scenario is a 'test your mettle' scenario, it's intent to give you an experience base and hopefully let you level up a unit or two, and to give you a feel for how Drakes play.
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Post by Elvish_Pillager » June 29th, 2004, 9:16 am

MadMax wrote:EP, try doing Open Ocean on normal or easy. On easy you get galleons, on normal clippers, and on hard schooners. Also, try moving your two escorts to the left of the first island and sending the Unforgiver down the right.
"Hard" != "Impossible".

That is a strategy I've tried.
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Post by Elvish_Pillager » June 30th, 2004, 7:12 pm

Hmph.

I can't load my drake campaign saves in 0.7.11.

I'm going to restart on Easy.

EDIT: I can't start the campaign either.
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Post by MadMax » June 30th, 2004, 10:14 pm

Open Ocean is a lot of luck. How can I change that? And yes, revision 15 did break saves. Sorry.
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Post by MadMax » July 1st, 2004, 1:12 am

Here's revision 16. I have added the last two scenarios (17 and 18 ). However, this breaks saves, so you have to start over. Can anyone tell me if it's balanced right? Dave, what are the chances of this getting into CVS?
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Post by Elvish_Pillager » July 1st, 2004, 9:22 am

MadMax wrote:Open Ocean is a lot of luck. How can I change that?
Several choices.

1) Make it a guaranteed win.
2) Make it so that one strategy always/nearly always wins it.
3) Let you recruit.

There are probably other possibilities, although I don't see why you can't recruit.
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Post by MadMax » July 1st, 2004, 8:53 pm

How about I remove the swamp at the northeast island and get rid of the orc leader? That would satisfy 2. It shouldn't be a guaranteed win, because if the Unforgiver is sunk then Malakar and Kogw drown.
Elvish Pillager wrote:3) Let you recruit.
You can't build ships on the high seas.
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Post by Elvish_Pillager » July 2nd, 2004, 9:56 am

MadMax wrote:How about I remove the swamp at the northeast island and get rid of the orc leader? That would satisfy 2. It shouldn't be a guaranteed win, because if the Unforgiver is sunk then Malakar and Kogw drown.
It would work.
Elvish Pillager wrote:3) Let you recruit.
You can't build ships on the high seas.
Yes, but what happened to the ones from the last level? And all those flying drakes?
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Post by MadMax » July 2nd, 2004, 7:13 pm

So you are saying you should be able to recall, but not recruit. I think that makes it more of a level of fighting instead of blockade running. Flying drakes have a 90% chance to hit on water, and the cuttle fish (3-10) and sea serpent melee attacks (18-2) would make it almost impossible to keep drakes alive. Also, all the flying drakes are on boats.
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Post by Elvish_Pillager » July 2nd, 2004, 8:44 pm

And they can't fly off or breathe fire either?
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