Panther Lord (EoFM campaign)

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Konrad2
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Re: Panther Lord (EoFM campaign)

Post by Konrad2 »

i dont know how to post something :(

Velensk
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Re: Panther Lord (EoFM campaign)

Post by Velensk »

When you hit 'Post reply' (this option is not available for quick reply) there will be an option to attach things. Select the appropriate file then hit the upload attachment button and it will be added to your post.
"There are two kinds of old men in the world. The kind who didn't go to war and who say that they should have lived fast died young and left a handsome corpse and the old men who did go to war and who say that there is no such thing as a handsome corpse."

Konrad2
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Re: Panther Lord (EoFM campaign)

Post by Konrad2 »

EDIT: sorry was on wrong side and thought i forgot to write it
Last edited by Konrad2 on July 7th, 2011, 7:38 pm, edited 2 times in total.

Velensk
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Re: Panther Lord (EoFM campaign)

Post by Velensk »

Dude, you are posting in my thread right now. That "I don't know how to post anything" message was a post and I was explaining how to attach things to your post. I think my instructions were clear enough.
"There are two kinds of old men in the world. The kind who didn't go to war and who say that they should have lived fast died young and left a handsome corpse and the old men who did go to war and who say that there is no such thing as a handsome corpse."

Konrad2
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Re: Panther Lord (EoFM campaign)

Post by Konrad2 »

here it is i think
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PL-Guild_Law_replay.gz
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Velensk
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Re: Panther Lord (EoFM campaign)

Post by Velensk »

That was it. Unfortunately it didn't help me but it was what I asked for. I've looked at the save and the section for that bit doesn't really give me any sort of clue as to what is going on here. The following bit of code is for the interaction which levels up your leader but although my computer agrees that your leader goes down to 10% defense it does not explain why.

Code: Select all

	[command]
		[attack]
			attacker_lvl=2
			attacker_type="EFM_DarklanderMilitia"
			defender_lvl=2
			defender_type="EFM_SSWallGuard"
			defender_weapon=0
			seed=12306
			tod="first_watch"
			turn=3
			weapon=0
			[source]
				x=6
				y=21
			[/source]
			[destination]
				x=6
				y=20
			[/destination]
		[/attack]
		[random]
			value=20134
			[results]
				chance=40
				damage=14
				dies=no
				hits=yes
				unit_hit="defender"
			[/results]
		[/random]
		[random]
			value=62
			[results]
				chance=60
				damage=0
				dies=no
				hits=no
				unit_hit="defender"
			[/results]
		[/random]
		[random]
			value=17213
			[results]
				chance=40
				damage=14
				dies=no
				hits=yes
				unit_hit="defender"
			[/results]
		[/random]
		[random]
			value=19117
			[results]
				chance=60
				damage=5
				dies=no
				hits=yes
				unit_hit="defender"
			[/results]
		[/random]
		[random]
			value=23693
			[results]
				chance=40
				damage=0
				dies=no
				hits=no
				unit_hit="defender"
			[/results]
		[/random]
		[random]
			value=30747
			[results]
				chance=60
				damage=5
				dies=no
				hits=yes
				unit_hit="defender"
			[/results]
		[/random]
		[random]
			value=10238
			[results]
				chance=40
				damage=14
				dies=yes
				hits=yes
				unit_hit="defender"
			[/results]
		[/random]
	[/command]
	[command]
		[choose]
			value=0
		[/choose]
	[/command]
If this were a one shot bug my computer wouldn't register it but it is. I suspect this won't turn up anything but next time you are in game could you look up the defense table for the guard (click on one and press 'd'). When I do it, I get the typical woodland move/defense table and you should to. If you get something else please tell me. In the meanwhile I'll ask someone who hopefully knows more about this than I do.

EDIT: Then again :/ Later on in the unit description for Daklo

Code: Select all

				[object]
					silent=yes
					[filter]
						x=38
						y=17
					[/filter]
					[effect]
						apply_to="defense"
						replace=no
						[defense]
							deep_water=15
						[/defense]
					[/effect]
				[/object]
				[object]
					silent=yes
					[filter]
						x=38
						y=17
					[/filter]
					[effect]
						apply_to="defense"
						replace=yes
						[defense]
							shallow_water=90
						[/defense]
					[/effect]
				[/object]
				[object]
					silent=yes
					[filter]
						x=38
						y=17
					[/filter]
					[effect]
						apply_to="defense"
						replace=no
						[defense]
							reef=15
						[/defense]
					[/effect]
				[/object]
				[object]
					silent=yes
					[filter]
						x=38
						y=17
					[/filter]
					[effect]
						apply_to="defense"
						replace=no
						[defense]
							swamp_water=15
						[/defense]
					[/effect]
				[/object]
				[object]
					silent=yes
					[filter]
						x=38
						y=17
					[/filter]
					[effect]
						apply_to="defense"
						replace=no
						[defense]
							flat=15
						[/defense]
					[/effect]
				[/object]
				[object]
					silent=yes
					[filter]
						x=38
						y=17
					[/filter]
					[effect]
						apply_to="defense"
						replace=no
						[defense]
							sand=15
						[/defense]
					[/effect]
				[/object]
				[object]
					silent=yes
					[filter]
						x=38
						y=17
					[/filter]
					[effect]
						apply_to="defense"
						replace=no
						[defense]
							forest=15
						[/defense]
					[/effect]
				[/object]
				[object]
					silent=yes
					[filter]
						x=38
						y=17
					[/filter]
					[effect]
						apply_to="defense"
						replace=no
						[defense]
							hills=15
						[/defense]
					[/effect]
				[/object]
				[object]
					silent=yes
					[filter]
						x=38
						y=17
					[/filter]
					[effect]
						apply_to="defense"
						replace=no
						[defense]
							mountains=15
						[/defense]
					[/effect]
				[/object]
				[object]
					silent=yes
					[filter]
						x=38
						y=17
					[/filter]
					[effect]
						apply_to="defense"
						replace=no
						[defense]
							village=15
						[/defense]
					[/effect]
				[/object]
				[object]
					silent=yes
					[filter]
						x=38
						y=17
					[/filter]
					[effect]
						apply_to="defense"
						replace=no
						[defense]
							castle=15
						[/defense]
					[/effect]
				[/object]
				[object]
					silent=yes
					[filter]
						x=38
						y=17
					[/filter]
					[effect]
						apply_to="defense"
						replace=no
						[defense]
							cave=15
						[/defense]
					[/effect]
				[/object]
				[object]
					silent=yes
					[filter]
						x=38
						y=17
					[/filter]
					[effect]
						apply_to="defense"
						replace=no
						[defense]
							frozen=15
						[/defense]
					[/effect]
				[/object]
				[object]
					silent=yes
					[filter]
						x=38
						y=17
					[/filter]
					[effect]
						apply_to="defense"
						replace=no
						[defense]
							unwalkable=15
						[/defense]
					[/effect]
				[/object]
				[object]
					silent=yes
					[filter]
						x=38
						y=17
					[/filter]
					[effect]
						apply_to="defense"
						replace=no
						[defense]
							impassable=15
						[/defense]
					[/effect]
				[/object]
				[object]
					silent=yes
					[filter]
						x=38
						y=17
					[/filter]
					[effect]
						apply_to="defense"
						replace=no
						[defense]
							fungus=15
						[/defense]
					[/effect]
				[/object]
				[object]
					silent=yes
					[filter]
						x=38
						y=17
					[/filter]
					[effect]
						apply_to="defense"
						replace=no
						[defense]
							deep_water=15
						[/defense]
					[/effect]
				[/object]
				[object]
					silent=yes
					[filter]
						x=38
						y=17
					[/filter]
					[effect]
						apply_to="defense"
						replace=yes
						[defense]
							shallow_water=90
						[/defense]
					[/effect]
				[/object]
				[object]
					silent=yes
					[filter]
						x=38
						y=17
					[/filter]
					[effect]
						apply_to="defense"
						replace=no
						[defense]
							reef=15
						[/defense]
					[/effect]
				[/object]
				[object]
					silent=yes
					[filter]
						x=38
						y=17
					[/filter]
					[effect]
						apply_to="defense"
						replace=no
						[defense]
							swamp_water=15
						[/defense]
					[/effect]
				[/object]
				[object]
					silent=yes
					[filter]
						x=38
						y=17
					[/filter]
					[effect]
						apply_to="defense"
						replace=no
						[defense]
							flat=15
						[/defense]
					[/effect]
				[/object]
				[object]
					silent=yes
					[filter]
						x=38
						y=17
					[/filter]
					[effect]
						apply_to="defense"
						replace=no
						[defense]
							sand=15
						[/defense]
					[/effect]
				[/object]
				[object]
					silent=yes
					[filter]
						x=38
						y=17
					[/filter]
					[effect]
						apply_to="defense"
						replace=no
						[defense]
							forest=15
						[/defense]
					[/effect]
				[/object]
				[object]
					silent=yes
					[filter]
						x=38
						y=17
					[/filter]
					[effect]
						apply_to="defense"
						replace=no
						[defense]
							hills=15
						[/defense]
					[/effect]
				[/object]
				[object]
					silent=yes
					[filter]
						x=38
						y=17
					[/filter]
					[effect]
						apply_to="defense"
						replace=no
						[defense]
							mountains=15
						[/defense]
					[/effect]
				[/object]
				[object]
					silent=yes
					[filter]
						x=38
						y=17
					[/filter]
					[effect]
						apply_to="defense"
						replace=no
						[defense]
							village=15
						[/defense]
					[/effect]
				[/object]
				[object]
					silent=yes
					[filter]
						x=38
						y=17
					[/filter]
					[effect]
						apply_to="defense"
						replace=no
						[defense]
							castle=15
						[/defense]
					[/effect]
				[/object]
				[object]
					silent=yes
					[filter]
						x=38
						y=17
					[/filter]
					[effect]
						apply_to="defense"
						replace=no
						[defense]
							cave=15
						[/defense]
					[/effect]
				[/object]
				[object]
					silent=yes
					[filter]
						x=38
						y=17
					[/filter]
					[effect]
						apply_to="defense"
						replace=no
						[defense]
							frozen=15
						[/defense]
					[/effect]
				[/object]
				[object]
					silent=yes
					[filter]
						x=38
						y=17
					[/filter]
					[effect]
						apply_to="defense"
						replace=no
						[defense]
							unwalkable=15
						[/defense]
					[/effect]
				[/object]
				[object]
					silent=yes
					[filter]
						x=38
						y=17
					[/filter]
					[effect]
						apply_to="defense"
						replace=no
						[defense]
							impassable=15
						[/defense]
					[/effect]
				[/object]
				[object]
					silent=yes
					[filter]
						x=38
						y=17
					[/filter]
					[effect]
						apply_to="defense"
						replace=no
						[defense]
							fungus=15
						[/defense]
					[/effect]
				[/object]
EDIT2: I think I've sorted out what is going on here. The curses are not removed in the same fashion they are applied. The curse gives the item an object (like a magic item it would pick up) which gives a penalty to defense in every department, however when the curse is removed rather than giving another object which counters out the effects (and takes up room in the code) it just rewrites the units current stat table so that the defense is equal to the normal defense, however the object still exists underneath that and so when it levels up and the game goes to rewrite it's table, it looks at the default stats for the unit type then applies all the objects that it is still technically carrying around. My guess is that your leader was cursed twice in the previous scenario (though he cured it) then he leveled up and the stacked effects of both curses now weigh him down from that point. If you could provide a replay of the last scenario that could well help me confirm my new theory. Either way though I will come up with a fix to the problem in the longrun and release a new version of Era of Four Moons where that does not happen.

In the meanwhile if you send me any start of scenarios saves I can doctor them to remove the curses for you.
"There are two kinds of old men in the world. The kind who didn't go to war and who say that they should have lived fast died young and left a handsome corpse and the old men who did go to war and who say that there is no such thing as a handsome corpse."

Velensk
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Re: Panther Lord (EoFM campaign)

Post by Velensk »

Alright, a new version of Era of Four Moons is up on 1.9 which should fix the defense/hex bug.

For those of you who have already started in the campaign if you send me a save file for the start of your current scenario and tell me which units were suffering from the bug I should be able to fix the save and send it back to you with your units fixed.
"There are two kinds of old men in the world. The kind who didn't go to war and who say that they should have lived fast died young and left a handsome corpse and the old men who did go to war and who say that there is no such thing as a handsome corpse."

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Mountain_King
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Re: Panther Lord (EoFM campaign)

Post by Mountain_King »

Velensk wrote:For those of you who have already started in the campaign if you send me a save file for the start of your current scenario and tell me which units were suffering from the bug I should be able to fix the save and send it back to you with your units fixed.
Back a couple scenarios but here's the one where it really started causing big problems for me.
PL-Vanguard.gz
(16.14 KiB) Downloaded 210 times
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Velensk
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Re: Panther Lord (EoFM campaign)

Post by Velensk »

Alright, I found three units that should have been suffering from the bug and cleaned them of their curse. If I missed any just let me know and I'll fix it.

You will have to unzip the file before you can use it.

Incidentally, I note that you have no healers on your list but you can recruit alchemists. Focusing on leveling alchemists can remedy that for you and make those later scenarios a lot easier.
Attachments
PL-Vanguard.zip
(15.93 KiB) Downloaded 218 times
"There are two kinds of old men in the world. The kind who didn't go to war and who say that they should have lived fast died young and left a handsome corpse and the old men who did go to war and who say that there is no such thing as a handsome corpse."

Velensk
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Posts: 3991
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Re: Panther Lord (EoFM campaign)

Post by Velensk »

I've uploaded a new version with the fixes I've mentioned.

I've also made a few scenarios slightly easier (and/or increased the turn limit so that they give out slightly more gold). The only major tweaks were to 'Establishing a Claim' in which I changed terrain and reversed the positions of the two enemy leaders.
"There are two kinds of old men in the world. The kind who didn't go to war and who say that they should have lived fast died young and left a handsome corpse and the old men who did go to war and who say that there is no such thing as a handsome corpse."

Gitanomad_X
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Re: Panther Lord (EoFM campaign)

Post by Gitanomad_X »

Is there a level 5 granite spirit? The game ends and I'm returned to the main screen when it tries to level up my loyal GrSp. Thanks for a great campaign!

Velensk
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Re: Panther Lord (EoFM campaign)

Post by Velensk »

There is indeed a lvl5 granite spirit.

I have no idea why that error would occur but I'll look into it.
"There are two kinds of old men in the world. The kind who didn't go to war and who say that they should have lived fast died young and left a handsome corpse and the old men who did go to war and who say that there is no such thing as a handsome corpse."

Velensk
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Re: Panther Lord (EoFM campaign)

Post by Velensk »

Alright, I think I figured out what that is about, there is a hidden tag on the fifth units .cfg that stops the computer from reading it. This will be fixed in the next version but if you are suffering from this error, find the campaign folder in your user data folder go to the units folder, and copy the name of any of the other GS and paste it over the level 5s name then change the number to 5 and it should work fine.
"There are two kinds of old men in the world. The kind who didn't go to war and who say that they should have lived fast died young and left a handsome corpse and the old men who did go to war and who say that there is no such thing as a handsome corpse."

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Maiklas3000
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Re: Panther Lord (EoFM campaign)

Post by Maiklas3000 »

I'll edit this post as I play more scenarios...

Scenario 1: Earning the Title
(1) What difficulty and version? Hard/Normal, 1.9.7/1.9.8, 1.0/1.0
(2) How difficult? (1-10) 7/5
(3) How clear? Clear.
(4) Dialog? Okay. Two chopped off sentences. One ends in "although".
(5) Challenges? On hard, need to realize that assassination may be the only hope.
(6) How fun? (1-10) 7/8
(7) Changes? On hard, less enemy, to make fighting an option?
(8) Restarts? On hard, I lost the first time.
(9) WML? No comments, but short and sweet.
(10) Game summary?
Hard: After losing, I decided that assassination was the way to go. I simply sent a jaguar around the left and my elemental panther around the right. Game over. However, I overextended my troops on what I thought would be the last round, and the Outlaw leader wasn't ready to die, so my troops paid the price, and my roster isn't significantly improved.

Normal: I went for more of a "General Motorsing" (economic) strategy, but hedged my bet by once again sending a jaguar around the left and panther around the right in an assassination attempt. Oddly enough, most of the enemy's army chased after the jaguar any time he got within striking distance of the keep. So, the jaguar just moved forwards and backwards near the left edge, causing the enemy's army to run around in circles. Meanwhile, I continuously picked off the few units that reached my main army.

Scenario 2: Cave of the Spirits
(1) What difficulty and version? Normal, 1.9.8, 1.0.1
(2) How difficult? (1-10) 7
(3) How clear? Clear.
(4) Dialog? Good. I like the elemental's odd dialog.
(5) Challenges? Backstabbing thieves, bad terrain for me, good terrain for them.
(6) How fun? (1-10) 7
(7) Changes? None.
(8) Restarts? None.
(9) WML? One comment, could use more.
(10) Game summary? It was a catastrophe. I rushed forward with a few of my troops and was swarmed and backstabbed to death. I lost my loyal Dark Adept type. My ally was also on the ropes. It didn't help that I had bought a lot of vipers, which are relatively useless here. Then somehow the overwhelming enemy assault just melted away and I won, though with horrifying losses.
[Edit: Normally I would restart upon loss of a loyal, but I'm playtesting, and I figure if I can beat the campaign without such a valuable loyal, then less experienced players should be able to beat it with that loyal.]
[Edit2: As per your wish, I replayed the campaign from this scenario on, so that I could keep the Loyal mage-like unit. This scenario was still somewhat difficult the second time, as my lines collapsed at mid-game, but I think I only lost two units. I went with 4 canoes.]

Scenario 3: Hill Clan
(1) What difficulty and version? Normal, 1.9.8, 1.0.1
(2) How difficult? (1-10) 6
(3) How clear? Clear.
(4) Dialog? Okay.
(5) Challenges? Runners threatened my wounded and forced me to keep tight lines.
(6) How fun? (1-10) 8
(7) Changes? Your scenarios encourage holding the enemy leaders hostage at the end for XP. [Edit: This is a potential problem with scenarios 1-3. It's not a big deal, but you could avoid this and also make the endings more exciting by having something like overwhelming enemy reinforcements towards the end or a tighter turn limit.]
(8) Restarts? None.
(9) WML?
(10) Game summary? It was a bit similar to the previous battle. The initial contact with the enemy went badly. I was trying to sit on income as long as possible. Just when it seemed hopeless, I spent all my gold, formed a line near my keep, and the enemy forces melted away. This time I did a decent job of keeping troops alive and gathering experience.
[Edit2: An interesting play the second time with my loyal Mage type. The AI flanked both my flanks, I broke my formation and tried to encircle both flankings, but only one side went well. The runners and skirmishers ate a lot of my wounded, but they all paid the ultimate price and after that it was just clean up.]

Scenario 4: Guild Law
(1) What difficulty and version? Normal, 1.9.8, 1.0.1
(2) How difficult? (1-10) 9, though I imagine there are some strategies that make it easy.
(3) How clear? Clear.
(4) Dialog? Good.
(5) Challenges? Swarms of Retainers.
(6) How fun? (1-10) 7 8, suffers from a lot of sitting, but an interesting change.
(7) Changes? Too hard for normal difficulty. Reduce gold for enemy. Fix three bugs. A cursed enemy zebra had 85% defense on a bridge. It just sat there for a long time. I would too, if I found I had 85% resistance on my hex and 15% on others. I sent away my rock elemental to the other bridge, because it was pointless to try to kill this nearly immortal zebra. Another bug was that a level 2 Viper was cursed upon recall. I have attached a replay, and if you need save games, just ask. Another bug is in the description for sappers, it says they reduce the enemy's experience. Yes, experience, not hit points. It also says sappers do more damage vs higher defense, but I assume that's correct, like Hitler surviving a bomb because had a meeting in a building instead of a bunker.
(8) Restarts? Three losses, restarted from start each time. I also had to save-reload to get rid of a bug in wesnoth where selecting a unit highlights almost the whole map as its possible moves, instead of just 5-6 hexes away.
(9) WML? Amazing that such a big scenario has such a short WML file.
(10) Game summary? The first time I did my usual charge into disaster. I almost recovered, but then lost. The next couple of times, I sat in the city, picked off what enemy units I could, and then used sappers to blow a hole for my mounted units (jaguars, mostly.) I lost due to turn limit. On my winning attempt, a bunch of Retainers decided to advance exactly when and where I had planned to break out, so I had to blow my way through them as well as the entrenched composite bowmen . What could have been smooth skating to victory turned into a bloody, inelegant melee. Eventually mounted units pinned the leader and took him down with one turn to spare.
[Edit2: On my second time through, this time with the loyal Mage, I blasted a whole at the left of the enemy fortifications early on and then at night snuck two panthers through, including my loyal elemental. I had hoped to send more troops after them, but the enemy closed the hole before I could. One panther died in the fight against the enemy leader and my loyal panther was wounded and on the run, which made the whole rest of the game tense. I broke the enemy line in the southwest and started advancing with foot soldiers, but those level 2 zebras are fearsome by day, 10x4 damage, so I took some losses. Meanwhile, the enemy was putting pressure on the castle, though I wasn't sure if I cared. On the second to last turn, I was able to get enough firepower to the enemy leader to take him down, but I didn't really have a turn to spare, because my loyal panther was cornered and in trouble, though in 70% defense. Very exciting, so I bumped up the fun rating.]
Attachments
PL-Guild_Law_replay.gz
Shows 85% defense bug on cursed unit and cursed recall bug.
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Last edited by Maiklas3000 on August 2nd, 2011, 2:16 pm, edited 7 times in total.

Velensk
Multiplayer Contributor
Posts: 3991
Joined: January 24th, 2007, 12:56 am

Re: Panther Lord (EoFM campaign)

Post by Velensk »

I suppose I should have asked you to play on normal but don't start over if you don't want to.

On normal at least, it's quite possible to beat that scenario without assassination.

EDIT: I wonder if I should be giving advice to my playtesters. If you tell me to I will stop, but you might want to replay cave of the spirits. It's supposed to be one of the easier levels and if you know the trick the terrain will work for you to help prevent backstabs. In any case, the loyal priest will be an invaluable asset once he reaches level 4.

EDIT2: Also, how much of a problem do you feel that the suggestion for changes was in the Hill Clans scenario? I never use that tactic as I pretty much always prefer more gold to more experience and you can get somewhat more gold by killing them immediately rather than hunting down all the villages and farming (especially if you have any upkeep).
"There are two kinds of old men in the world. The kind who didn't go to war and who say that they should have lived fast died young and left a handsome corpse and the old men who did go to war and who say that there is no such thing as a handsome corpse."

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