I'd suggest upgrading to BfW 1.12 if you can, and uploading to the server. Don't worry about it being rough, there's no penalty for uploading fixes.skeptical_troll wrote:Campaign files are attached, I'm a bit unsure whether I should release it on the server as it's still a bit rough. I have BfW version 1.10, I hope this is not a source of incompatibility with more recent versions.
here I brutally violated the commandment of 'making small maps' and I am a bit afraid that I was too ambitious.
I think I will just remove the carryover, the next scenario is an easy and relaxing one (which reveals my feeling of guiltiness about scenario 3) which can be beaten with little gold. The story would also justify such a choice, as scenario 4 occurs few years after scenario 3.
This will cause you some problem if you keep playing the campaign, in which case I'd suggest you to load the last save of the forest and move the carts to the island.
EDIT: I just uploaded a newer version where I corrected a critical bug I wasn't aware of in scenario 7. If you are playing this campaign please download this new version. I made also minor improvements to the other scenarios.
Paulomat4 wrote:This will cause you some problem if you keep playing the campaign, in which case I'd suggest you to load the last save of the forest and move the carts to the island.
I just deleted them from my recall list. Did you store any of these units to use them later again or do you spawn a new Ranger? (I guess the caravans are not needed anymore but the ranger probably is.)
If you stored him then I really need to redo it.
Paulomat4 wrote:2. The name "Master Warrior" sounds weird and is far too generic. Maybe think of something like "the dancer of the sword" or whatever.
Paulomat4 wrote: The elf called Harildur (I believe it's the leader of side 4) never appeared for me.
.Paulomat4 wrote:6. This one's purerely cosmetic as well. Why are the blue elves on a huge group of great trees? It's an unnatural shape of great trees that suggests there's something unnatural (or something like magic ) at work there. It also reduces the importance of the two great trees next to the cave entrance. I'd suggest just using a normal forest or something else to give the elves a terrain advantage.
Paulomat4 wrote:7. There's a village group on the south western side of the map. I send a few wolves there expecting an event of some sort. Maybe you could add something small? Could be something simple as a simple talking event or whatever.
.Paulomat4 wrote:Scenario 6
8. Is unbeatable for me at the moment.
If 'Master Warrior' sounds weird I'd need to come up with something
Also, did you find annoying that the cart transformed into villages without warning?
Thanks for the 'redraw' issue, that was exactly the issue.
I had coded a 'last breath' event in which he runs away, but I'm afraid it didn't work on wesnoth 1.12. I fixed it in the last version I uploaded, but for you that means going back to scenario 3. What I will do is to upload a version in which if harilur is not found, a new Elvish Captain with the same id is spawned at his place.
Good idea, I think I'll do that! Initially that village was a place where your wolves would have clashed with orcish riders, sent by the AI for village grabbing.
Ah! The water path does not require anything complicated, but it is like solving an 'enigma' . The key is hidden in the inscription on the monolith at the southern border of the underground lake. I think I can make it more clear, like having Swethorvast commenting 'mm, another riddle!' or something. I hope it is not too obscure, if so I may need to change it. If you can't go through I can post the solution (or you can look at the WML code, from which it is pretty obvious).
Paulomat4 wrote:I don't know, the name Master Warrior just sounds weird to me in a medieval fantasy setting. It's hard to put my finger on what exactly bothers me with it.
Paulomat4 wrote:. Maybe move rorth on the keep and the caravans some in the middle.
You could also place a campfire and move the caravans in a circle around it to make it feel even more like a camp.
Paulomat4 wrote:Ah! The water path does not require anything complicated, but it is like solving an 'enigma' . The key is hidden in the inscription on the monolith at the southern border of the underground lake. I think I can make it more clear, like having Swethorvast commenting 'mm, another riddle!' or something. I hope it is not too obscure, if so I may need to change it. If you can't go through I can post the solution (or you can look at the WML code, from which it is pretty obvious).
oh, i didn't notice this. I'll restart from scenario 5 then and pay more attention.
What about him not willing to reveal his name and demanding to be simply called 'the Master'. Does that sound weird as well?
At the beginning I thought to place a campfire in the middle using the same trick as scenario 2 (shooting fire if you go through), then I decided to avoid the repetition. I might reconsider it, especially if saurians are too tough.
No, no need to restart from 5, I meant the underground lake in scenario 6, or if you want at the beginning of the water path, on the left there is a monolith and if you move a unit there it should trigger a message.
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