Struggle For Freedom 1.5.0
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Re: Struggle For Freedom 1.3.2
Since I've never actually done it before, I have decided to actually play Sff, to attempt to balance. it
Edit: I'm glad I did, I have found lots of bugs to change !
Edit: I'm glad I did, I have found lots of bugs to change !
- docrock
- Posts: 259
- Joined: October 27th, 2007, 1:32 pm
- Location: the wild southern forests of germany
Re: Struggle For Freedom 1.3.2
so, i played through SfF again, and i must say, this was one superbly balanced campaign till i hit "Realm of Knightmare". Which, as it is, is one great scenario, just the turns are definitely not enough. Played on BfW 1.4.5 with current version on default difficulty with a crapload of lvl3s and lvl2s and enough gold to go for anything, (so i thought) you just can't beat terrain in that number of turns. suggestions: either increase number of starting villages by 2 or (which i think is the less golden way) increase starting gold by 100 or (which imho IS the golden way) increase max turns by 10 from 57 to 67, which, in my own self-confidence I did by vi-ing the save (*confesses*) and really helps a lot.
btw:
edit: the allied elven forces just plainly do ... nothing. intentional? also, one great verification of the principle that no battleplan ever survives first contact with the enemy. well done.
btw:
oh holy crapiness, if every developer did that ... where would we end up? in a world without blasted beta-testers, without unknowing playtesters, without greedy publication editors, my, even ... without lawyers. stop it. immediately.Since I've never actually done it before, I have decided to actually play Sff, to attempt to balance. it
edit: the allied elven forces just plainly do ... nothing. intentional? also, one great verification of the principle that no battleplan ever survives first contact with the enemy. well done.
Postings may contain traces of sense.
The ministry of health warns:
Living is dangerous to your health and may finally result in death.
You are a Dwarvish Berserker: you're freaking crazy and enjoy it. (100% ...)
The ministry of health warns:
Living is dangerous to your health and may finally result in death.
You are a Dwarvish Berserker: you're freaking crazy and enjoy it. (100% ...)
Re: Struggle For Freedom 1.3.2
Wow! Again! You must have lots of patience.docrock wrote:so, i played through SfF again,
Increased easy turns: 75 normal:70 hard:67docrock wrote:suggestions: either increase number of starting villages by 2 or (which i think is the less golden way) increase starting gold by 100 or (which imho IS the golden way) increase max turns by 10 from 57 to 67, which, in my own self-confidence I did by vi-ing the save (*confesses*) and really helps a lot.
+1 starting village (when I get my map deitor to work, I need to modify some files)
Maybe 2 on normal
Yeah. They are a cautious lot.docrock wrote: edit: the allied elven forces just plainly do ... nothing. intentional? also, one great verification of the principle that no battleplan ever survives first contact with the enemy. well done.
Re: Struggle For Freedom 1.3.2
rofl cakes. this made mewithout unknowing playtesters
- docrock
- Posts: 259
- Joined: October 27th, 2007, 1:32 pm
- Location: the wild southern forests of germany
Re: Struggle For Freedom 1.3.2
lol, that's not called patience, it's called fun.Wow! Again! You must have lots of patience.
try to spend one third of your life on the telephone listening to stupid people unable to articulate their troubles while trying to survive as freelance IT-, Network- and Security-Consultant in Germany. I need about ten percent of my brain to answer them brainless ones. the rest is better spent playing BfW, writing postings and generally living in the Open-Source-Community. and well, a decent campaign is exactly that, a decent campaign.
for my part i am bloody happy to have found so many people in the OSC who are actually using their brain rather than talking before they think. a hail to all non-cat-herders.
Postings may contain traces of sense.
The ministry of health warns:
Living is dangerous to your health and may finally result in death.
You are a Dwarvish Berserker: you're freaking crazy and enjoy it. (100% ...)
The ministry of health warns:
Living is dangerous to your health and may finally result in death.
You are a Dwarvish Berserker: you're freaking crazy and enjoy it. (100% ...)
-
- Posts: 30
- Joined: March 8th, 2008, 3:29 pm
Re: Struggle For Freedom 1.3.2
nice sprites. TC is always useful and cool and everything as such.
And just FYI for the fog clearer problem, if you really don't want them to be seen, you can create a unit with [hides] and no filter. (dang if wesnoth could have idea patents, i just made one!!)
.....except that might make them not clear fog at all. I'm not sure, I haven't tried. Could do with some experimenting.
And just FYI for the fog clearer problem, if you really don't want them to be seen, you can create a unit with [hides] and no filter. (dang if wesnoth could have idea patents, i just made one!!)
.....except that might make them not clear fog at all. I'm not sure, I haven't tried. Could do with some experimenting.
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Re: Struggle For Freedom 1.3.2
Ah, I actually just got rid of the fog and scrapped the fog clearers
I have a bug in sands :(
Configuration: Ubuntu 8.04.1 x64, Battle For Wesnoth 1.4.4.
Started with campaign version 1.2.5 and got in stuck with a bug mentioned below. Updated to 1.3.2, flushed cache and attempted to replay failing scenario.Did not helped too much.
I got the following bug: when you're escaping from prison, you may enter some hidden underground tunnel. This will lead to loading of some interesting scenario, "SFF-Realm of Knightmare".
This scenario basically worked for me but when units are teleported into future of the Wesnoth (sands) I have the following issue: when quest completed, it is claimed that appeared teleport in left side of sands will magically transfer ALL my units back to questmaster when just ONE unit uses it. However as for me, it transfers only one (or few?) unit.Other units are remaining in sands, teleport is disabled and I can't use them then for final fight with a bad guy.
Failed savegame attached. Surely I can try to cheat by hacking savegame and\or trying debug but it is interesting, am I suffer from old and fixed bugs or this scenario rarely found so just not very well debugged?
Another funny bug is that skeletal horse when teleported to questmaster may behave aggressively and kick out doors, etc. Then, it may attack some skeletons, etc looks funny and horse even can die. This however does not leads to any troubles though (at least knight appears OK upon completion of quests).
Started with campaign version 1.2.5 and got in stuck with a bug mentioned below. Updated to 1.3.2, flushed cache and attempted to replay failing scenario.Did not helped too much.
I got the following bug: when you're escaping from prison, you may enter some hidden underground tunnel. This will lead to loading of some interesting scenario, "SFF-Realm of Knightmare".
This scenario basically worked for me but when units are teleported into future of the Wesnoth (sands) I have the following issue: when quest completed, it is claimed that appeared teleport in left side of sands will magically transfer ALL my units back to questmaster when just ONE unit uses it. However as for me, it transfers only one (or few?) unit.Other units are remaining in sands, teleport is disabled and I can't use them then for final fight with a bad guy.
Failed savegame attached. Surely I can try to cheat by hacking savegame and\or trying debug but it is interesting, am I suffer from old and fixed bugs or this scenario rarely found so just not very well debugged?
Another funny bug is that skeletal horse when teleported to questmaster may behave aggressively and kick out doors, etc. Then, it may attack some skeletons, etc looks funny and horse even can die. This however does not leads to any troubles though (at least knight appears OK upon completion of quests).
- Attachments
-
- SFF-Realm_Of_Knightmare_replay-45.gz
- Replay of scenario
- (44.39 KiB) Downloaded 380 times
-
- SFF-Realm_Of_Knightmare_Turn_45-failed.gz
- Failed savegame file
- (82.51 KiB) Downloaded 373 times
Re: Struggle For Freedom 1.3.2
It isn't actually a bug going to that scenario.
Apparently, {TELEPORT_UNIT} can't teleport all the units on the map. So now you have to do it one at a time. (Version not on server yet due to some troubles with lvl 6)
I've set the Horse's moves to 0, so it can't move at all. And your problems are probably because I haven't debugged the scenario well enough. Once I fix lvl 6's problems, I'll go along and re-play it.
Thanks for the info, WYRMY.
Apparently, {TELEPORT_UNIT} can't teleport all the units on the map. So now you have to do it one at a time. (Version not on server yet due to some troubles with lvl 6)
I've set the Horse's moves to 0, so it can't move at all. And your problems are probably because I haven't debugged the scenario well enough. Once I fix lvl 6's problems, I'll go along and re-play it.
Thanks for the info, WYRMY.
- docrock
- Posts: 259
- Joined: October 27th, 2007, 1:32 pm
- Location: the wild southern forests of germany
Re: Struggle For Freedom 1.3.2
so i finally reached "Ghosts of a Sylvan Land" again and to my great horror i had to realize that not only the mercs are removed from recall but also all mages, which kinda hit me hard. is that intentional?
edit: besides that, the whole campaign now really is well balanced on default difficulty. great job.
edit: besides that, the whole campaign now really is well balanced on default difficulty. great job.
Postings may contain traces of sense.
The ministry of health warns:
Living is dangerous to your health and may finally result in death.
You are a Dwarvish Berserker: you're freaking crazy and enjoy it. (100% ...)
The ministry of health warns:
Living is dangerous to your health and may finally result in death.
You are a Dwarvish Berserker: you're freaking crazy and enjoy it. (100% ...)
Re: Struggle For Freedom 1.3.2
Oops! Didn't realise the mages were gone!
But I'm not sure if they should stay. maybe I should say something about the mages would help restore order to Soradoc and so you left them behind. Whaddya think?
But I'm not sure if they should stay. maybe I should say something about the mages would help restore order to Soradoc and so you left them behind. Whaddya think?
- docrock
- Posts: 259
- Joined: October 27th, 2007, 1:32 pm
- Location: the wild southern forests of germany
Re: Struggle For Freedom 1.3.2
actually i was just kinda p****d coz i had one mage of light and two arch mages at that point. actually it doesn't really matter for the scenario, could kill all stuff in the last scenario with trappers, shydes, sylphs and the elvish champion with the sword of chaos. no probs there without them.
Postings may contain traces of sense.
The ministry of health warns:
Living is dangerous to your health and may finally result in death.
You are a Dwarvish Berserker: you're freaking crazy and enjoy it. (100% ...)
The ministry of health warns:
Living is dangerous to your health and may finally result in death.
You are a Dwarvish Berserker: you're freaking crazy and enjoy it. (100% ...)
Re: Struggle For Freedom 1.4.0
Version 1.4.0 released!
This version has a lots of code changes (Although not much scenario differences), balancing changes, a new portrait, and more....
This version has a lots of code changes (Although not much scenario differences), balancing changes, a new portrait, and more....
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- Posts: 11
- Joined: December 31st, 2008, 6:31 pm
Re: Struggle For Freedom 1.4.0
Found a "bug" with 1.4.0
In the search for the Ochgma; I arrived at the castle and found every slot inhabited by dwarfs.
Can't finish the level.
I continued the remaining turns till the end and it said I lost.....
Thanks
-----------------------------
Update:
I should probably add that the dwarfs finished off the leader first if that means anything.....
In the search for the Ochgma; I arrived at the castle and found every slot inhabited by dwarfs.
Can't finish the level.
I continued the remaining turns till the end and it said I lost.....
Thanks
-----------------------------
Update:
I should probably add that the dwarfs finished off the leader first if that means anything.....
Last edited by Hannibal Barca on January 5th, 2009, 10:53 pm, edited 1 time in total.
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- Posts: 31
- Joined: December 8th, 2008, 12:24 am
Re: Struggle For Freedom 1.4.0
Finished this campaign last night. Fun campaign, not too difficult on Normal (which was a positive for me after giving up on another campaign out of frustration). Dragged for me a bit around "Bane of Saradoc" -- with two Elvish Sylphs and the dwarf doing arcane damage, I could pretty much obliterate the undead opposition, so progressing down the linear corridor got a little tedious. "Ghosts of a Sylvan Land" was a strong ending, though.
Thanks for an enjoyable experience!
Thanks for an enjoyable experience!