[Historical] Campaign-Rebirth of the North
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Ahh, thanks for pointing that out about the rangers. I know what the problem is and i'll get it fixed. Old friend is pretty easy if you want to play it that way, but that was my intention. It was intended to be kind of a stalemate situation where you couldn't take out the orcs, and they couldn't take you out. Besides, you just got to recuit a bunch of new units so it gives you a chance to level some of them up.Angry Andersen wrote:Thanks for the hints, it went much better this time. I also got some lvl3 outlaws now. But there seems to be a problem with lvl3 poachers (rangers): When they attack, the defense is always 0-0 no matter if I use the sword or bow...
The next mission (old friend) is VERY easy if you just stay in the cave and defend (this is not very sporty behaviour, I know !). It can be done with just a handful of lvl1 guys with the healers behind them.
Maybe the mission goals could be set to at least defeat one or two of the orcish leaders. That way it would be much more challenging and closer to how it was meant to be, I believe.
Creater of the campaign, "Northern Rebirth"
Compleater of the campaign, "Son of the Black Eye"
Compleater of the campaign, "Son of the Black Eye"
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- Posts: 205
- Joined: September 15th, 2006, 1:22 pm
I understand your intention behind 'old friend' and having a stalemate scenario is different from the scenarios before, so that's good.
But then I think the stalemate can be achieved too easily for the player. If you want to keep the winning conditions you could still make the cave slightly harder to defend by e.g. widening it a bit so that the orcs can apply more units.
I think you had a certain idea of how the map should be played when you created it: Offensively ! And having that in mind, I believe you made the map to be most interesting and challenging if it was played that way. But as far as I see, the winning conditions encourage a different way of playing it (i.e. defensively), in which case it becomes too easy.
I would usually prefer winning conditions that encourage playing a scenario the way it is intended. If you don't think this is so important, then I agree the scenario is ok as it is.
But then I think the stalemate can be achieved too easily for the player. If you want to keep the winning conditions you could still make the cave slightly harder to defend by e.g. widening it a bit so that the orcs can apply more units.
I think you had a certain idea of how the map should be played when you created it: Offensively ! And having that in mind, I believe you made the map to be most interesting and challenging if it was played that way. But as far as I see, the winning conditions encourage a different way of playing it (i.e. defensively), in which case it becomes too easy.
I would usually prefer winning conditions that encourage playing a scenario the way it is intended. If you don't think this is so important, then I agree the scenario is ok as it is.
Did you defeat one of them ? the result is ... pretty nastyAngry Andersen wrote:he next mission (old friend) is VERY easy
[...]
Maybe the mission goals could be set to at least defeat one or two of the orcish leaders. That way it would be much more challenging and closer to how it was meant to be, I believe.

But I like this scenario when you try to fight that much enemies

Currently I'm in the last one, but my poor PC has a harsh time managing all these units, but I'm winning

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- Posts: 205
- Joined: September 15th, 2006, 1:22 pm
The only thing that I feel indicates that this scearnio should be played deffensivley is the seccond victory condidion - "survive till end of turns". Otherwise the plotline and the first victory condition both indicate an offensive stratagy. Perhaps I should rephrase the seccond victory condiotion. As a matter of fact, I originally just had the first victory condidion, but then people started complaining that this scenario was impossible - which it is - but they didn't know that they would still 'win' if the turns ran out.
Another thing that I had in mind when I made the cave so easy to deffend, was that the player has just gotten through two really difficult scenarios. Having an easy way out on this one gives them a little 'break' if you know what I am saying. When I play a campaign myself I kind of like it when a few scenarios are thrown in like that. But at the same time if you still want a challange, then it's right there dangeling in your face.
Another thing that I had in mind when I made the cave so easy to deffend, was that the player has just gotten through two really difficult scenarios. Having an easy way out on this one gives them a little 'break' if you know what I am saying. When I play a campaign myself I kind of like it when a few scenarios are thrown in like that. But at the same time if you still want a challange, then it's right there dangeling in your face.
Creater of the campaign, "Northern Rebirth"
Compleater of the campaign, "Son of the Black Eye"
Compleater of the campaign, "Son of the Black Eye"
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- Posts: 205
- Joined: September 15th, 2006, 1:22 pm
I guess I started feeling a bit listless without having a campiagn on the go so I started working on another branch for Northern Rebirth. If anyone recalls, in the forth scenario, you have an option to either listen to Malifor and kill Hamel, or leave Hamel and kill Malifor as you oringinally intended to do. I had originally planned on adding a branch at that point whch takes the player off in a different direction where you play undead. But untill I got around to it, I just patched it up that Tallin gets taken out by the wizard soon after he turns.
Anyhow, I changed that event so that now when you take the option to betray your friends, it takes the campaign in a totally new direction and, as menioned, you play as undead. Version 1.14, currantly being uploaded to the server includes the first sceanrio in that branch, as well as the usual few tweeks and bug fixes in the rest of the Campaign.
As always, suggestions, comments and questions are welcome.
Anyhow, I changed that event so that now when you take the option to betray your friends, it takes the campaign in a totally new direction and, as menioned, you play as undead. Version 1.14, currantly being uploaded to the server includes the first sceanrio in that branch, as well as the usual few tweeks and bug fixes in the rest of the Campaign.
As always, suggestions, comments and questions are welcome.
Creater of the campaign, "Northern Rebirth"
Compleater of the campaign, "Son of the Black Eye"
Compleater of the campaign, "Son of the Black Eye"
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- Posts: 205
- Joined: September 15th, 2006, 1:22 pm
I just downloaded the 1.4 release and the problem with rangers persists – I think this also applies to the demilich who becomes your ally.Taurus wrote:Ahh, thanks for pointing that out about the rangers. I know what the problem is and i'll get it fixed.Angry Andersen wrote:I also got some lvl3 outlaws now. But there seems to be a problem with lvl3 poachers (rangers): When they attack, the defense is always 0-0 no matter if I use the sword or bow
In addition, the Troll chiefs did not really recruit any significant forces in the scenario where you follow the gold that has been stolen. I brought them down with no problems in 9 rounds.
Otherwise, your campaign is good enough to keep me from work and continue playing even though it becomes seriously slow on my trusty Pismo PowerBook upgraded with a G4 550 Mhz processor…

Argh! I thought I had it but I guess not. I'll look into it again. And the scenario with the Troll chiefs has been a constant problem. They tonns of gold but they just don't seem to take the hint. But now that you have brought it up, I think i'll put some more effort into it.ozean wrote: I just downloaded the 1.4 release and the problem with rangers persists – I think this also applies to the demilich who becomes your ally.
In addition, the Troll chiefs did not really recruit any significant forces in the scenario where you follow the gold that has been stolen. I brought them down with no problems in 9 rounds.
Otherwise, your campaign is good enough to keep me from work and continue playing even though it becomes seriously slow on my trusty Pismo PowerBook upgraded with a G4 550 Mhz processor…
I am glad you like the campaign

Creater of the campaign, "Northern Rebirth"
Compleater of the campaign, "Son of the Black Eye"
Compleater of the campaign, "Son of the Black Eye"
Hello all! Thanks for this campaign, I'm enjoying it.
I did hit a technical snag, where the white skeleton team in Infested Caves just stalls out. The game doesn't crash, but the white flag stays up, and they shuffle but don't take any action, outside juggling their own heads!
The write up and saved game is in the tech support page, and I was redirected to post it here.
http://www.wesnoth.org/forum/viewtopic. ... 285#195285
Peace,
JimBass
I did hit a technical snag, where the white skeleton team in Infested Caves just stalls out. The game doesn't crash, but the white flag stays up, and they shuffle but don't take any action, outside juggling their own heads!
The write up and saved game is in the tech support page, and I was redirected to post it here.
http://www.wesnoth.org/forum/viewtopic. ... 285#195285
Peace,
JimBass
Interesting... Thanks for taking the time to report that and i'll definatly check it out. I am almost ready for another release and i'll be sure to add a fix to this problem before it comes out. It shouldn't be more then a few days.
Thanks again.
Thanks again.
Creater of the campaign, "Northern Rebirth"
Compleater of the campaign, "Son of the Black Eye"
Compleater of the campaign, "Son of the Black Eye"
I would have guessed not, but as you had no problems and I did, it suggests otherwise. I updated the game via svn on Thursday, but I just did it again after reading your post. I'm posting the output of ./configure just incase anything weird jumps out at you. I have automake 1.9.6, kernel 2.6.18.1 on debian unstable. Almost everything is built from source, and I don't get errors when I use any of these programs.
In any case, here is ./configure:
Both make and make install proceed with no errors, and I won't post those as both are many times the length of the configure.
Even after the fresh build, I still get stuck on the white team turn in round seven. I managed to save at the last minute possible. If you load this save, if it behaves like mine you'll start out looking at my castle, with the white flag up, and you can't move the view. Still not crashed, just nothing happens.
Thanks again for your help!
Peace,
JimBass
Afterwards - I get this output in the terminal that I launched the game from -
found valid cache at '/home/jim/.wesnoth/cache/game.cfg-cache-v1.3-svn-CAMPAIGN_NORTHERN_REBIRTH-HARD' using it
scenario: 'infested_caves'
has snapshot: yes
setting replay to end...
scenario: 'infested_caves'
error display: could not open image ''
In any case, here is ./configure:
Code: Select all
Updated to revision 14305.
jim@jimsworktop:~/wesnoth$ ./autogen.sh
jim@jimsworktop:~/wesnoth$ ./configure
checking build system type... i686-pc-linux-gnu
checking host system type... i686-pc-linux-gnu
checking target system type... i686-pc-linux-gnu
checking for a BSD-compatible install... /usr/bin/install -c
checking whether build environment is sane... yes
checking for gawk... no
checking for mawk... mawk
checking whether make sets $(MAKE)... yes
checking how to create a ustar tar archive... gnutar
checking whether NLS is requested... yes
checking for msgfmt... /usr/bin/msgfmt
checking for gmsgfmt... /usr/bin/msgfmt
checking for xgettext... /usr/bin/xgettext
checking for msgmerge... /usr/bin/msgmerge
checking for style of include used by make... GNU
checking for gcc... gcc
checking for C compiler default output file name... a.out
checking whether the C compiler works... yes
checking whether we are cross compiling... no
checking for suffix of executables...
checking for suffix of object files... o
checking whether we are using the GNU C compiler... yes
checking whether gcc accepts -g... yes
checking for gcc option to accept ISO C89... none needed
checking dependency style of gcc... gcc3
checking for ld used by GCC... /usr/bin/ld
checking if the linker (/usr/bin/ld) is GNU ld... yes
checking for shared library run path origin... done
checking for CFPreferencesCopyAppValue... no
checking for CFLocaleCopyCurrent... no
checking whether NLS is requested... yes
checking for GNU gettext in libc... yes
checking whether to use NLS... yes
checking where the gettext function comes from... libc
checking for ranlib... ranlib
checking for g++... g++
checking whether we are using the GNU C++ compiler... yes
checking whether g++ accepts -g... yes
checking dependency style of g++... gcc3
checking for gcc... (cached) gcc
checking whether we are using the GNU C compiler... (cached) yes
checking whether gcc accepts -g... (cached) yes
checking for gcc option to accept ISO C89... (cached) none needed
checking dependency style of gcc... (cached) gcc3
checking for a BSD-compatible install... /usr/bin/install -c
checking whether gcc and cc understand -c and -o together... yes
checking how to run the C preprocessor... gcc -E
checking for X... libraries , headers
checking for gethostbyname... yes
checking for connect... yes
checking for remove... yes
checking for shmat... yes
checking for IceConnectionNumber in -lICE... yes
checking for XOpenDisplay in -lX11... yes
checking for sdl-config... /usr/bin/sdl-config
checking for fribidi-config... no
configure: WARNING: *** FRIBIDI not found.
checking for libpng-config... /usr/bin/libpng-config
checking for SDL - version >= 1.2.7... yes
checking for gnome-config... no
checking for kde-config... /usr/bin/kde-config
checking for po4a... no
checking for libtool... no
checking for IMG_Load in -lSDL_image... yes
checking for Mix_OpenAudio in -lSDL_mixer... yes
checking for SDLNet_Init in -lSDL_net... yes
checking for freetype-config... /usr/bin/freetype-config
configure: skipping check for libzipios++ - use --with-zipios if you want it
checking for dirent.h that defines DIR... yes
checking for library containing opendir... none required
checking how to run the C++ preprocessor... g++ -E
checking for ANSI C header files... no
checking SDL.h usability... yes
checking SDL.h presence... yes
checking for SDL.h... yes
checking SDL_image.h usability... yes
checking SDL_image.h presence... yes
checking for SDL_image.h... yes
checking SDL_mixer.h usability... yes
checking SDL_mixer.h presence... yes
checking for SDL_mixer.h... yes
checking SDL_net.h usability... yes
checking SDL_net.h presence... yes
checking for SDL_net.h... yes
checking stdlib.h usability... yes
checking stdlib.h presence... yes
checking for stdlib.h... yes
checking unistd.h usability... yes
checking unistd.h presence... yes
checking for unistd.h... yes
checking poll.h usability... yes
checking poll.h presence... yes
checking for poll.h... yes
checking sys/poll.h usability... yes
checking sys/poll.h presence... yes
checking for sys/poll.h... yes
checking sys/select.h usability... yes
checking sys/select.h presence... yes
checking for sys/select.h... yes
checking for stdbool.h that conforms to C99... yes
checking for _Bool... no
checking for an ANSI C-conforming const... yes
checking for inline... inline
checking for mode_t... yes
checking for size_t... yes
checking whether struct tm is in sys/time.h or time.h... time.h
checking for error_at_line... no
checking whether lstat dereferences a symlink specified with a trailing slash... no
checking whether stat accepts an empty string... yes
checking for strftime... yes
checking for floor... yes
checking for socket... yes
checking for strtoul... yes
checking for PNG support in SDL_image... yes
checking for OGG support in SDL_mixer... yes
creating po/wesnoth/Makefile.in.in
creating po/wesnoth-editor/Makefile.in.in
creating po/wesnoth-lib/Makefile.in.in
creating po/wesnoth-tutorial/Makefile.in.in
creating po/wesnoth-httt/Makefile.in.in
creating po/wesnoth-ei/Makefile.in.in
creating po/wesnoth-trow/Makefile.in.in
creating po/wesnoth-tb/Makefile.in.in
creating po/wesnoth-tsg/Makefile.in.in
creating po/wesnoth-utbs/Makefile.in.in
configure: creating ./config.status
config.status: creating Makefile
config.status: creating po/Makefile
config.status: creating po/wesnoth/Makefile.in
config.status: WARNING: po/wesnoth/Makefile.in.in seems to ignore the --datarootdir setting
config.status: creating po/wesnoth-editor/Makefile.in
config.status: WARNING: po/wesnoth-editor/Makefile.in.in seems to ignore the --datarootdir setting
config.status: creating po/wesnoth-lib/Makefile.in
config.status: WARNING: po/wesnoth-lib/Makefile.in.in seems to ignore the --datarootdir setting
config.status: creating po/wesnoth-tutorial/Makefile.in
config.status: WARNING: po/wesnoth-tutorial/Makefile.in.in seems to ignore the --datarootdir setting
config.status: creating po/wesnoth-httt/Makefile.in
config.status: WARNING: po/wesnoth-httt/Makefile.in.in seems to ignore the --datarootdir setting
config.status: creating po/wesnoth-ei/Makefile.in
config.status: WARNING: po/wesnoth-ei/Makefile.in.in seems to ignore the --datarootdir setting
config.status: creating po/wesnoth-trow/Makefile.in
config.status: WARNING: po/wesnoth-trow/Makefile.in.in seems to ignore the --datarootdir setting
config.status: creating po/wesnoth-tb/Makefile.in
config.status: WARNING: po/wesnoth-tb/Makefile.in.in seems to ignore the --datarootdir setting
config.status: creating po/wesnoth-tsg/Makefile.in
config.status: WARNING: po/wesnoth-tsg/Makefile.in.in seems to ignore the --datarootdir setting
config.status: creating po/wesnoth-utbs/Makefile.in
config.status: WARNING: po/wesnoth-utbs/Makefile.in.in seems to ignore the --datarootdir setting
config.status: creating m4/Makefile
config.status: creating icons/Makefile
config.status: creating src/Makefile
config.status: creating doc/Makefile
config.status: creating doc/man/Makefile
config.status: creating config.h
config.status: config.h is unchanged
config.status: executing src/wesconfig.h commands
config.status: executing default-1 commands
config.status: creating po/wesnoth/POTFILES
config.status: creating po/wesnoth/Makefile
config.status: creating po/wesnoth-editor/POTFILES
config.status: creating po/wesnoth-editor/Makefile
config.status: creating po/wesnoth-lib/POTFILES
config.status: creating po/wesnoth-lib/Makefile
config.status: creating po/wesnoth-tutorial/POTFILES
config.status: creating po/wesnoth-tutorial/Makefile
config.status: creating po/wesnoth-httt/POTFILES
config.status: creating po/wesnoth-httt/Makefile
config.status: creating po/wesnoth-ei/POTFILES
config.status: creating po/wesnoth-ei/Makefile
config.status: creating po/wesnoth-trow/POTFILES
config.status: creating po/wesnoth-trow/Makefile
config.status: creating po/wesnoth-tb/POTFILES
config.status: creating po/wesnoth-tb/Makefile
config.status: creating po/wesnoth-tsg/POTFILES
config.status: creating po/wesnoth-tsg/Makefile
config.status: creating po/wesnoth-utbs/POTFILES
config.status: creating po/wesnoth-utbs/Makefile
config.status: executing depfiles commands
config.status: executing translations commands
Even after the fresh build, I still get stuck on the white team turn in round seven. I managed to save at the last minute possible. If you load this save, if it behaves like mine you'll start out looking at my castle, with the white flag up, and you can't move the view. Still not crashed, just nothing happens.
Thanks again for your help!
Peace,
JimBass
Afterwards - I get this output in the terminal that I launched the game from -
found valid cache at '/home/jim/.wesnoth/cache/game.cfg-cache-v1.3-svn-CAMPAIGN_NORTHERN_REBIRTH-HARD' using it
scenario: 'infested_caves'
has snapshot: yes
setting replay to end...
scenario: 'infested_caves'
error display: could not open image ''
- Attachments
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frozen.tar.bz2
- Stuck in the cave
- (25.04 KiB) Downloaded 252 times