[Historical] Campaign-Rebirth of the North

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Taurus
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Post by Taurus »

Version 1.11.2 is up with some new portraits and a fix for the Epiloge. Special thanks to Xander86 for doing the new portraits.
Creater of the campaign, "Northern Rebirth"

Compleater of the campaign, "Son of the Black Eye"
Belchion
Posts: 2
Joined: December 3rd, 2005, 10:01 am

Post by Belchion »

Taurus wrote:Special thanks to Belchion for taking the time to transalate it.
It was a pleasure to be of service. There are still some typos and other mistakes in the translation, but I will try to correct them as soon as possible (which might be some time, nonetheless).
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Casual User
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Post by Casual User »

Good afternoon!

I played Northern Rebirth the first time way back when, and I re-downloaded it now. It looks a lot more polished, that's for sure. I know it's a bit late for this, but I'd have a few things to say:

1. This has probably been mentionned before, but the first scenario is something of a pain. The problem, to put it bluntly, are wolf riders. The orcs end up with nearly all the villages, and you lose the horde advantage. Fighting orcs with peasents when you're outnumbered is... interesting.

I know this is a little late down the road to propose changes, but here's an idea to make the scenario both a little easier and a little more unique: put the two orcish keeps closer to one another.

The AI automatically attacks the weakest side, and peasents are always the weakest side, leading to the fact that the orcs behave practically as if they were allies (one time, I had the warlord cornered and the other guy's troops essentially came to help him...).

But, if the two keeps were closer, maybe the orcs would start fighting each other. Right now letting them duke it out is just a bad idea. Whichever side wins ends up with all the villages, and winning then is just impossible. If they started fighting together right from the start, you might be able to pick the remains...

2. The larger scale is certainly interesting, but it runs really slowly on slower computers...

3. This is just a question of personal taste, but I find Tallin's portrait a bit too regal (not to mention handsome) for a peasent. I mean, he's supposed to be an under-fed slave, maybe with some scars, dirty, somewhat difformed by hard work and illnesses, you get the picture!

It's just that, when he speaks with his supporters, his portrait sort of clashes with the peasent's portrait...

4. This is less of a comment than a question. My own campaign, survival, also takes place more or less in the northlands (although probably not around the dwarven doors), and I was wondering if I could re-use some of the artwork.

'the_north' would be great to put in the introduction. It really conveys that feeling of a flat region at the foot of hills, rugged and rough but also beautiful, and that's how I see the burbank area.

'years' looks nice for the wild lands, more hilly, savage and forested.

In any case, nice campaign.
Taurus
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Post by Taurus »

Casual User wrote:Good afternoon!

I played Northern Rebirth the first time way back when, and I re-downloaded it now. It looks a lot more polished, that's for sure. I know it's a bit late for this, but I'd have a few things to say:
Hi Casual User. Thanks for the imput and don't worry, it's never too late (for me anyway - or for this game) to make changes. I am actually constantly pollishing and adding new things to this campaign. Of course I have been a bit preocupied lately, and have been working on SotBE, but I still haven't forgoten this campaign. Actually, I just put an update on the server today :-)
1. This has probably been mentionned before, but the first scenario is something of a pain. The problem, to put it bluntly, are wolf riders. The orcs end up with nearly all the villages, and you lose the horde advantage. Fighting orcs with peasents when you're outnumbered is... interesting.

I know this is a little late down the road to propose changes, but here's an idea to make the scenario both a little easier and a little more unique: put the two orcish keeps closer to one another.

The AI automatically attacks the weakest side, and peasents are always the weakest side, leading to the fact that the orcs behave practically as if they were allies (one time, I had the warlord cornered and the other guy's troops essentially came to help him...).

But, if the two keeps were closer, maybe the orcs would start fighting each other. Right now letting them duke it out is just a bad idea. Whichever side wins ends up with all the villages, and winning then is just impossible. If they started fighting together right from the start, you might be able to pick the remains...
True, if you don't have the right stratagy it can be pretty hard. The trick to this one is to be aggressive. Whenever I have an oppening, I send a few peasants out to grab villages. Some of them get surrounded and killed but other times they make it and are able to grab the villages - especially when all the wolf riders have been picked off. The rest of my force I keep in a tight group at night and swarm during the day. However, I did implimant part of your suggestion - in that I made the orcs target eachother using the "target" tags. I think that will help.
2. The larger scale is certainly interesting, but it runs really slowly on slower computers...
Yeah I know. However, when you try to please all you end up pleasing none...
3. This is just a question of personal taste, but I find Tallin's portrait a bit too regal (not to mention handsome) for a peasent. I mean, he's supposed to be an under-fed slave, maybe with some scars, dirty, somewhat difformed by hard work and illnesses, you get the picture!

It's just that, when he speaks with his supporters, his portrait sort of clashes with the peasent's portrait...
Yeah, I agree with you. However, in order for him to fit in with the typical hero steryotype, he does have to be at least a little good looking. But in any case, I plan to replace that portrait as soon as someone volunteers a to draw replacement. I would just rather that the art would be original art - or at least art made for wesnoth.
4. This is less of a comment than a question. My own campaign, survival, also takes place more or less in the northlands (although probably not around the dwarven doors), and I was wondering if I could re-use some of the artwork.

'the_north' would be great to put in the introduction. It really conveys that feeling of a flat region at the foot of hills, rugged and rough but also beautiful, and that's how I see the burbank area.

'years' looks nice for the wild lands, more hilly, savage and forested.

In any case, nice campaign.
I personally have no objection and I actually like the idea that our campaigns would have some continuaity between them. Legally there is nothing stopping you as well. However, I think it would be best, and most apporpiate to get permission directally from the artist, Jonathon Earl Bowser, you can email him at Artist7@attglobal.net, feel free to mention my name and campaign as well. He usually is pretty good at replying and all he asks (as is appropiate) is that you give him credit for him and provide a link back to his webpage. Once again though, those images aren't wesnoth specific and I plan to replace them eventually as well.


One more thing with the new update that is on the server. I finally fixed that bug where easy shows up as normal and normal as hard and so on. However, if you are in the middle of the campaign then it will bump you up a level, and may bug your savegame on the hard level. If you are in the middle of this campaign then I would reccomend that you don't download the latest version. As far as gameplay goes, it's pretty much the same so you won't be missing much.
Creater of the campaign, "Northern Rebirth"

Compleater of the campaign, "Son of the Black Eye"
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Post by Casual User »

Good afternoon!
Taurus wrote:Hi Casual User. Thanks for the imput and don't worry, it's never too late (for me anyway - or for this game) to make changes.
Well, in that case, I'll probably give some more feedback when I get further into the campaign.
Taurus wrote:However, I did implimant part of your suggestion - in that I made the orcs target eachother using the "target" tags. I think that will help.
Can't wait! [target] might make them a little too single-minded though... anyway, only testing will tell, I'll upgrade soon.

I have sent an e-mail to the artist, and the answer he'll give me will be clearly visible in my next update.

I have had the weirdest idea, namely of using bits from Bruegel's painting for the images ('the hunt' has, in the background, a village that looks similar to Burbank as far as surroundings and general shape goes...).

I'm guessing Bruegel's copyright on them has expired :P ...

In any case...
Taurus wrote:I actually like the idea that our campaigns would have some continuaity between them.
As a general rule, I have willfully avoided any continuity between official Wesnoth and my campaign, preferring to make them completely parrallel. However, as Northern Rebirth is a 'local' campaign, I also think there should be some continuity. Maybe Tallin's guys could find some solace in a tale from afar according to which an isolated village somewhere was able to stand up to an orcish raiding party...

In any case, thanks for the answer.
Detritus2099
Posts: 15
Joined: January 2nd, 2006, 4:10 am

Post by Detritus2099 »

Any hints for "old friend"?

I've tried defensive, I've tried stupidly optimistically attacking the nearest leader ASAP, I've tried various strategies in between.

You have made a really good, challenging campaign here.
Taurus
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Post by Taurus »

Detritus2099 wrote:Any hints for "old friend"?

I've tried defensive, I've tried stupidly optimistically attacking the nearest leader ASAP, I've tried various strategies in between.

You have made a really good, challenging campaign here.
Old Friend is designed to end up in a stalemate. Just do your best till the end of the turns and you'll see what happens. If you will notice on the objectives that running out of turns is not a defeat... But perhaps I should make the objectives more obvious... What do you all think?

Glad you like the campaign :)
Creater of the campaign, "Northern Rebirth"

Compleater of the campaign, "Son of the Black Eye"
Detritus2099
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Post by Detritus2099 »

Ahhh...

In that case I will only recruit, not recall.

The objective basically said "Defeat him... if you can..."

To me this implied that it was the final level and it was made to be hideously challenging.

I get the feeling now that it was designed to wipe out the stupidly large gold reserves we get from the undead level instead.
Taurus
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Post by Taurus »

Detritus2099 wrote:Ahhh...

In that case I will only recruit, not recall.

The objective basically said "Defeat him... if you can..."

To me this implied that it was the final level and it was made to be hideously challenging.

I get the feeling now that it was designed to wipe out the stupidly large gold reserves we get from the undead level instead.
Actually, I am planning on making it into a possible final level. It is not designed for you to beat him but if you do then it skips the remaining scenarios and leads strait to victory. It usues up some of your gold but after this scenario.... well, you'll see. But my basic idea was to give you a chance to level up some of your new units. If you notice all of the enemy units are level 1. Not that hard to resist.
Creater of the campaign, "Northern Rebirth"

Compleater of the campaign, "Son of the Black Eye"
unsung
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Location: Raging somewhere..

Post by unsung »

If you have any dwarf lords, all you need to do is plug the gap in the mountains with spears and HI (fencers too- blasted orcish assasins) and then put the lords in a line alongside them (in the mountains, runing along their flanks, not abreast and extending out from the sides of the gap) so the orcs can't flank through the mountains.

Then just make sure wesnoth is in a window and play another game while you wait, this is a rather long scenario.

Hope that helps people, and don't ask me how to kill the leaders. I don't have THAT much free time.
Oh no look out its a ray gun.
You should move to avoid the rays
the rays are coming out of the gun
if you are hit by the rays
you will be shot by the rays
the rays are fast so you should be fast to
can you win against the fast rays from the gun?
Detritus2099
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Post by Detritus2099 »

But my basic idea was to give you a chance to level up some of your new units.
Yeah, once I swallowed my pride and decided to just weather the storm, then I figured out where you were coming from.
D.F.
Posts: 14
Joined: February 14th, 2006, 4:31 pm

Post by D.F. »

First post for me!
First of all, Taurus, congratulation for your campaigns, I enjoyed both SotBE and Northern Rebirth. Very good, challenging and good storyline.
I'm having a major problem with NR, however. I hope you can fix it.

I played the campaign (on Normal) about six months ago, and I made my way to the final battle. I re-downloaded it a week ago, and I'm having a very bad time with the Clearing the Mines scenario. I have 1400 golds, many Dwarves Steelclad but I have my ass severely kicked by the skeletons. I tried to figure out why, and I think this is the problem:
Wesnoth Changelog 1.1 wrote:
* increased the HP of the Skeleton Fighter tree by 4
I'm using v. 1.1, while before I used 0.9.3.
In Clearing the Mines you have to recruit many dwarves to win; the L1 Dwarvish Fighters do 10 damages (or 11 if Strong) to the Skeletons. I used to kill the Skeleton warriors with 3 blows, but now I require 4 blows; this is a very big disadvantage, and I think this is the reason why I am losing. This may not seem much, but in the long run and in huge battles lik CtM it really hurts.

Maybe you can try to replay this scenario and see if you can beat it, or, if somebody has the same problem, he can post some ideas... If you want it to be OK for v. 1.1+ I'd rebalance it by giving less gold to the enemies.
Or, if you have some suggesions to beat the level... I'm listening!
Hope this can help to improve the campaign
D.F.
Taurus
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Post by Taurus »

Hi D.F.

I am glad you like the campaigns and thanks for pointing that out. I'll check it out and if necessary post a patch within the next week or so. Also, people have brought up this scenario in the past so of you brows some of the previous posts in this thread you might find some hints. But if it is as you said, that is if the updated skeletons is unballancing the scenario, then I will have to fix it up.

Thanks again.
Creater of the campaign, "Northern Rebirth"

Compleater of the campaign, "Son of the Black Eye"
Taurus
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Posts: 674
Joined: May 4th, 2005, 8:16 pm
Location: Canada

Post by Taurus »

I finally got around to updating this. Version 1.11.4 is on the server. The only thing different from the previous version is ballancing of Clearing the Mines. Nothing big, just a few more castle hexes and some stratagically placed villages. And of course I fixed a few bugs that were caused from Wesnoth Version 1.1.1.

As always, comments, questions and criticiszms are welcome.
Creater of the campaign, "Northern Rebirth"

Compleater of the campaign, "Son of the Black Eye"
dthurston
Posts: 65
Joined: February 13th, 2006, 7:15 pm

Why a copy of the loyalist units?

Post by dthurston »

Why do you have a copy of all the standard units (bowman, spearman, etc) with the only difference being that the ID is changed? It just means more things to update when the SVN version changes. For instance, the images were just recently renamed to remove the 'human-' prefix, since it's included in the directory structure.
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