[Historical] Legend of Wesmere (add-on version)

This is the place for discussing development of mainline campaigns, reporting bugs in them and providing overall feedback.

Moderator: Forum Moderators

Locked
AI
Developer
Posts: 2396
Joined: January 31st, 2008, 8:38 pm

Re: Legend of Wesmere-Elvish(Kalenz) Campaign

Post by AI »

Yes, but the [disallow_recruit] didn't include the Berserker, so it stayed recruitable afterwards.
User avatar
michote
Posts: 22
Joined: September 6th, 2008, 11:57 am
Location: Germany

Re: Legend of Wesmere-Elvish(Kalenz) Campaign

Post by michote »

fabi wrote:Have you been able to win and enjoy scenario 16 "The King must die" without cheating?
not really,
I had to save and relaod somethimes to get Landar alive :geek: :wink:
but I only played it with rhe recruition error :hmm:

I like the Berserkers but it's a bit too easy with them.
I only needed 5 rounds to win the Northern Battle.

In End of war Landar has 71/29 HP and he's level 1 :mrgreen:
Ubuntu Hardy 8.04 | Zepto Znote 6615WD | T2400 | 2G Ram | GeForce 7600 Go
\\ Intrepid
fabi
Inactive Developer
Posts: 1260
Joined: March 21st, 2004, 2:42 pm
Location: Germany

Re: Legend of Wesmere-Elvish(Kalenz) Campaign

Post by fabi »

santi wrote:The idea was that once Olurf joins you(after the first council scenario), you can recruit any dwarvish unit he can and that includes berzerkers. It also rhymes well with the comic relief dialog with Landar in Elves Last Stand when Olurf arrives and mentions the drinks, which "explains why they're so recless in battle".
That said, in my experience berserkers are NOT useful in this campaign;
there are no pinch points that you need to break through. Still I usually favor giving the user the choice, which among other things means one can learn from one's mistakes and learn what units to choose in given situations.
...
Santi, to be sure I ask you again.
You want the player to be able to recruit Dwarfish Ulfsekers (level 1) and Dwarfish Berserkers (level 2) along with the other two Dwarfish Units
as long as Olurf stays with the party?

edit:
michote wrote:
fabi wrote: Have you been able to win and enjoy scenario 16 "The King must die" without cheating?
not really,
I had to save and relaod somethimes to get Landar alive
but I only played it with rhe recruition error
Wasn't the recruition error in scenario 21?
Did the orcs ignore the invisible heroes or did the ai go straight after them?

Fabi
User avatar
michote
Posts: 22
Joined: September 6th, 2008, 11:57 am
Location: Germany

Re: Legend of Wesmere-Elvish(Kalenz) Campaign

Post by michote »

fabi wrote:Wasn't the recruition error in scenario 21?
yes, there too.
but in 16 the black and the brown ork didn't recruit anything
fabi wrote:Did the orcs ignore the invisible heroes or did the ai go straight after them?
as I wrote: the Gobblin Knight got me every round.
they went straight after me.
Ubuntu Hardy 8.04 | Zepto Znote 6615WD | T2400 | 2G Ram | GeForce 7600 Go
\\ Intrepid
fabi
Inactive Developer
Posts: 1260
Joined: March 21st, 2004, 2:42 pm
Location: Germany

Re: Legend of Wesmere-Elvish(Kalenz) Campaign

Post by fabi »

michote wrote:
fabi wrote:Wasn't the recruition error in scenario 21?
yes, there too.
but in 16 the black and the brown ork didn't recruit anything
fabi wrote:Did the orcs ignore the invisible heroes or did the ai go straight after them?
as I wrote: the Gobblin Knight got me every round.
they went straight after me.
I don't understand this.
Some units like the Gobblin Knight seem to ignore the [hidden] ability on which the invisibility potion is based.
I can't see a problem with the wml here. If no one has a better idea I will fill a bug report for wesnoth at gna about it.

Fabi
User avatar
santi
Lord of Wesmere
Posts: 1320
Joined: April 6th, 2004, 12:32 pm

Re: Legend of Wesmere-Elvish(Kalenz) Campaign

Post by santi »

Fabi, yes, although it is a bad idea to use ulfs and berserkers , I'd rather they are recruitable as long as Olurf is with the elves.
User avatar
michote
Posts: 22
Joined: September 6th, 2008, 11:57 am
Location: Germany

Re: Legend of Wesmere-Elvish(Kalenz) Campaign

Post by michote »

I finished the campaign now. :)

There are once again recruition errors:

Code: Select all

Shadows in the night:
recruition error: no scouts and mixed fighters
save the king
recruition error: no scouts
or is this for testing too?

I tested the King must die once again.
and they get me when they can reach me.
even Landar who is an Elvish Archer and should be invisible for them in the forrest.
Ubuntu Hardy 8.04 | Zepto Znote 6615WD | T2400 | 2G Ram | GeForce 7600 Go
\\ Intrepid
fabi
Inactive Developer
Posts: 1260
Joined: March 21st, 2004, 2:42 pm
Location: Germany

Re: Legend of Wesmere-Elvish(Kalenz) Campaign

Post by fabi »

michote wrote:I finished the campaign now. :)

There are once again recruition errors:

Code: Select all

Shadows in the night:
recruition error: no scouts and mixed fighters
save the king
recruition error: no scouts
or is this for testing too?

I tested the King must die once again.
and they get me when they can reach me.
even Landar who is an Elvish Archer and should be invisible for them in the forrest.
No, the recruit warnings are not for testing. I will fix them. Thank you for the report.
On which difficulty level did you finish the campaign on?
Did your expectations of the chosen difficult level match the game experience?

Greetings, Fabi
User avatar
michote
Posts: 22
Joined: September 6th, 2008, 11:57 am
Location: Germany

Re: Legend of Wesmere-Elvish(Kalenz) Campaign

Post by michote »

I played on medium.
I think the last scenarios are too easy,
comparing too "the elves last stand" and something like that.
In "northern battle" and "end of war" I had some berserkers but rarely used them.
I had 2 Syph, 3 shyde, 2 champion, a avenger, a outrider and some minor units,
because I ony save my loyal units. So it was very easy to reach Landars camp, making him retread.
Also in "Shadows" when Delfador apeared I was Killig the last undead Leader ;)
Maybe you could use a Map with more swamp here its really hard to kill elves with al lot of holy water in the forrest :lol2:

But I really like this campaign if the hidden bug in the king must die is fixed i will play it on hard once again :mrgreen:

many thanks for your work :!:
Ubuntu Hardy 8.04 | Zepto Znote 6615WD | T2400 | 2G Ram | GeForce 7600 Go
\\ Intrepid
User avatar
santi
Lord of Wesmere
Posts: 1320
Joined: April 6th, 2004, 12:32 pm

Re: Legend of Wesmere-Elvish(Kalenz) Campaign

Post by santi »

Michote wrote:
I played on medium.
I think the last scenarios are too easy,
comparing too "the elves last stand" and something like that.
Again, thanks for the report. Balancing is generally hard because when we make a small change, this can affect a lot. Previously it was only the
Prince of Wesnoth scenario that was too easy. Hero's Return was well balanced and Save the King was almost a cliffhanger.
In "northern battle" and "end of war" I had some berserkers but rarely used them.
You should not have them; this will be fixed.
I had 2 Syph, 3 shyde, 2 champion, a avenger, a outrider and some minor units,
because I ony save my loyal units. So it was very easy to reach Landars camp, making him retread.
You mean Northern Battle. Maybe this will be made a bit harder; Landar's army concentrates on the North elves; distances are large and terrain is not favorable to elves. But this is partly intended because landar is now so sure and so arrogant that he thinks his followers(Crintil) can deal with Kalenz. It might be interesting to program the AI to target Kalenz first; then Kalenz beats Crintil and retreats to the forest and it will be a long fight considering the elves's defence in forests. Initially I decided against this possibiity because the North elves have many more villages and hence will outlast Landar.
Also in "Shadows" when Delfador apeared I was Killig the last undead Leader ;)
Maybe you could use a Map with more swamp here its really hard to kill elves with al lot of holy water in the forrest :lol2:
Then I guess medium is still unbalanced. Some time ago there was a report by a user who managed to kill all undeads before Delf appeared, but that was on easy. Since then the scenario was hardened but only with respect to the eastern leader. So, which undead eader were you killing last?
But I really like this campaign if the hidden bug in the king must die is fixed i will play it on hard once again :mrgreen:
Thanks.
User avatar
santi
Lord of Wesmere
Posts: 1320
Joined: April 6th, 2004, 12:32 pm

Re: Legend of Wesmere-Elvish(Kalenz) Campaign

Post by santi »

Does anyone understand these warnings?
20080917 00:12:38 error ai: AI tried to skirmish with non-skirmisher
20080917 00:13:50 error config: Unit with -7 hitpoints found, set to 0 for damage calculations
fabi
Inactive Developer
Posts: 1260
Joined: March 21st, 2004, 2:42 pm
Location: Germany

Release version 1.5.6

Post by fabi »

New version is available on the wesnoth 1.5.x add-on server.

Enjoy!
User avatar
michote
Posts: 22
Joined: September 6th, 2008, 11:57 am
Location: Germany

Re: Legend of Wesmere-Elvish(Kalenz) Campaign

Post by michote »

santi wrote:So, which undead eader were you killing last?
I first killed the eastern, than the western and the southern when Delfador appeared
Ubuntu Hardy 8.04 | Zepto Znote 6615WD | T2400 | 2G Ram | GeForce 7600 Go
\\ Intrepid
User avatar
santi
Lord of Wesmere
Posts: 1320
Joined: April 6th, 2004, 12:32 pm

Re: Legend of Wesmere-Elvish(Kalenz) Campaign

Post by santi »

ok, I had assumed western would be killed last. So we also need to give some extra traps for the others too.

In playtesting I finished the 3rd scenario with a lot of gold on hard. I wonder if there is a way in the scenario files to say: enemy X should have 150% of what the player has; that way it should be easier to balance and adaptive to
the players level instead of fixed.
fabi
Inactive Developer
Posts: 1260
Joined: March 21st, 2004, 2:42 pm
Location: Germany

Re: Legend of Wesmere-Elvish(Kalenz) Campaign

Post by fabi »

santi wrote:ok, I had assumed western would be killed last. So we also need to give some extra traps for the others too.

In playtesting I finished the 3rd scenario with a lot of gold on hard. I wonder if there is a way in the scenario files to say: enemy X should have 150% of what the player has; that way it should be easier to balance and adaptive to
the players level instead of fixed.
Santi, we can save the amount of gold the player owns in a variable, multiply it by 1.5 and set the ai's gold to that amount.

Fabi
Locked