1.6 SP Campaign: Bad Moon Rising 0.8.6 (1.6 ONLY - NOT 1.8)

Discussion and development of scenarios and campaigns for the game.

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magicsowon
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Re: 1.6 SP Campaign: Bad Moon Rising (~20 scenarios) 0.6.3

Post by magicsowon »

I tried to pass the Escape from the Legion, too. Even though I killed all the ghosts and brought Belleros to the their keep, I still can't finish the level. It just seem to go on indefinitely.

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doofus-01
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Re: 1.6 SP Campaign: Bad Moon Rising (~20 scenarios) 0.6.3

Post by doofus-01 »

magicsowon,

Maybe the objectives need to be clearer. I'll post that replay after I install a working BfW.

That's pretty good that you managed to kill all the ghosts, I didn't know that was possible. I'll have to do something about that as well.

Theron
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Joined: May 13th, 2008, 10:49 am

Re: 1.6 SP Campaign: Bad Moon Rising (~20 scenarios) 0.6.3

Post by Theron »

While experimenting to get the sprite images working (maybe I just downgrade Wesnoth to 1.6a) I noticed the use of TREMOR in
scenarios2/1_09_Pit.cfg: {TREMOR}
scenarios3/2_07_Salvation2.cfg: {TREMOR}
which was defined in the 1.4 version in core/macros/interface-utils.cfg.

Apparently this is replaced by QUAKE in 1.6 mainline.

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doofus-01
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Re: 1.6 SP Campaign: Bad Moon Rising (~20 scenarios) 0.6.3

Post by doofus-01 »

Thanks, Theron. I'll get that old macro out of there.

The developers are aware of the image issue, but they might welcome some help in running tests. Other than that, I'd think downgrading is best. I've gone back to 1.6a.

Theron
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Re: 1.6 SP Campaign: Bad Moon Rising (~20 scenarios) 0.6.3

Post by Theron »

Just change {TREMOR} to {QUAKE "rumble.ogg"}.

BTW I just discovered that the macro change happened in between Wesnoth 1.6a and 1.6.1.

AI
Developer
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Re: 1.6 SP Campaign: Bad Moon Rising (~20 scenarios) 0.6.3

Post by AI »

No, the {TREMOR} to {QUAKE sound} change happened quite a bit earlier than that. (1.5.4)

Theron
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Re: 1.6 SP Campaign: Bad Moon Rising (~20 scenarios) 0.6.3

Post by Theron »

Yup.

While experimenting with different versions I accidently named a 1.4.7 version 1.6a. Sorry.

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doofus-01
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Re: 1.6 SP Campaign: Bad Moon Rising (~20 scenarios) 0.6.3

Post by doofus-01 »

I'd fixed it in a few places, but not everywhere apparently. Thanks for finding it.

Going back to the issue of scenario "Escape the Legion":

I tried to make a demonstration, but this replay is corrupt. It does appear to work though, aside from the annoying pop-up box, so it could still be worth something.
Escape_the_Legion_replay.gz
(88.74 KiB) Downloaded 222 times
But if you don't have the patience for that
Spoiler:

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Kelben
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Re: 1.6 SP Campaign: Bad Moon Rising (~20 scenarios) 0.6.3

Post by Kelben »

Doofus, congratz I like it. Greatly developed, personified units, chapter II wonderful RPG style map with random encounters... WOW :D

I have not been very far yet but still I can appreciate.

There is one point I'd like to benefit from the experience of other players... The Ukiah Regulars have a very weird evolution tree. Or warrior locked level 2, or level 3 commander or... this hand-to-hand heavy warrior which spread light :hmm:

What's the point when your army is neutral or chaotic and the enemy loyal? Should I aim to have an army full of commander? That is weird.
-WAR- Wesnoth Allied Rebels

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doofus-01
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Re: 1.6 SP Campaign: Bad Moon Rising (~20 scenarios) 0.6.3

Post by doofus-01 »

Thanks, Kelben. The guy that illuminates isn't so useful for attacking the loyalists, but he's good against undead, orcs, and others later on.

----------
0.6.4 just went to the server. I'd have named it 0.7.0 to celebrate the fact that the final scenario was written, but there are still some things to be fixed (gold carryover in skirmishes & passive horsemen in Rumble come to mind). It's still an improvement though, so I'm releasing it anyway.

The last few scenarios are not at all balanced, but they should still be playable. Before I get those scenarios balanced, I need to get the factions balanced & finalized.

Theron
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Re: 1.6 SP Campaign: Bad Moon Rising (~20 scenarios) 0.6.4

Post by Theron »

BMR 0.6.3, medium difficulty / Wesnoth 1.6a / Mac OS X 10.5.6

IMHO it would be nice to precede save games with "BMR-".

There are still set_variable issues:
- Part 2: It looks like the world map just before "Royal Rumble" introduced an "empty" variable. After "Royal Rumble" it was gone.
- Part 3: On loading "An Opportunity".
- I'm sure there are more ...

Part 2: World map after "Fort Kuhle"
There is no more sleeping (poisoned?) cavalry after a skirmish was triggered.

Part 2: Balancing "Ruin"
Having needed 17/18 turns on medium I doubt that hard is doable in 16 turns.

Part 3 (probably part 2 too ): Misuse of the world map
I moved Lorenzon to Central Ukiah. There I recalled some units which I sent to assassinate the Orcish Sovereign Skalla Teora ... But he will reappear.
Suggestion: Disallow recruiting and recalling in the world scenarios.

Part 3:
"An Opportunity" is only triggered by moving Lorenzon to the end of the road next to the orcish flag but not by moving him on the flag itself.

---

Do you suggest restarting part 3 after updating to BMR 0.6.4? Currently I'm at the start of "An Opportunity".

Edit:
I had passive horseman in "Royal Rumble" too. But only the two southern reinforcements. Maybe it has something to do with enemies (only me) far far away.

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doofus-01
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Re: 1.6 SP Campaign: Bad Moon Rising (~20 scenarios) 0.6.4

Post by doofus-01 »

Thanks for the report.
Those bugs will all be in 0.6.4 as well, but I'll get it fixed next time. Except maybe the disappearing horseman, that part needs a rewrite.

You shouldn't need to restart Part 3. The updated stuff is mostly within the last three scenarios.

Theron
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Joined: May 13th, 2008, 10:49 am

Re: 1.6 SP Campaign: Bad Moon Rising (~20 scenarios) 0.6.4

Post by Theron »

Kelben:
My Ukian Regular advancement guide is:

Ukian Subcommander: The 2 loyal patrolmen and 1 or 2 more
Ukian Flareman: 2 of them are enough
He is very useful at e.g.:
- Attacking Skeleton Archers
- Supporting your lawful units (From the first two scenarios I have a Royal Guard, a Halberdier and a Master Bowman. In a later scenario you'll get more lawful units.)
- Weaken the counterattacks of the Ancient Lich
Ukian Veteran: All other
Recruit Regulars as expendable units. If they level make them Veterans as this is the best level 2 advancement (strong ranged attack). But there is no need for recalling them.

BTW you should go for lots of Ukian Commandos (Runner, level 3).

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Kelben
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Re: 1.6 SP Campaign: Bad Moon Rising (~20 scenarios) 0.6.4

Post by Kelben »

Theron,

Thank you for your precious comments. I will take good note :)
1. I haven't been far enough to fight against undead.
2. From the first scenario (chapter 2) I can not recall any unit. Only 2 loyal regular and one dog master.

Yeah Ukian Commandos are really cool :twisted:
-WAR- Wesnoth Allied Rebels

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doofus-01
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Re: 1.6 SP Campaign: Bad Moon Rising (~20 scenarios) 0.6.4

Post by doofus-01 »

2. From the first scenario (chapter 2) I can not recall any unit. Only 2 loyal regular and one dog master.
There may have been a bug in an earlier version that allowed you to keep Loyalists from the first scenario (I'm pretty sure it's been fixed). But there are still some Loyalists in an underground scenario later on.

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