The Sojournings of Grog (3.6.1 is out)
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- Elvish_Hunter
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Re: The Sojournings of Grog (1.8)
Sorry for not having the time to answer sooner. When yesterday I found some minutes, the forum was down for mainteniance.Daravel wrote:Look at me, Mr Productive.
First, the answers to your former message:
No: Dwarves and insects are enemies. If I put some Dwarves, the insects will attack them. I can put more spiders and ants. About the gold, I haven't added it yet because I was undecided on where to place it or if, instead, place a special loyal unit. The problem, with this solution, will be finding a good special Dwarvish unit for the Dwarvish option.Daravel wrote:1) Did we confirm exactly what were doing about the 3 different routes in 'Homecoming'? I think it was along the lines of: More Dwarves on the bridge route, a gold chest in south route. I can't remember if I put in more dialogue to explain it all better. That will be done.
Yes.Daravel wrote:2) Did you add the water hex to prevent the naga spawning in void?
Not yet: again, I'm undecided on how to fix it.Daravel wrote:3) The map in 'siege perilous' looks different, did you modify it to keep it consistent with 'homecoming'?
Fixed with the map editor.Daravel wrote:4) Also, the inaccesible hex on the map?
Ghosts actually CAN talk: see Abhai in Northern Rebirth, for example.Daravel wrote:5) Ghosts get dialogue when they capture a unit - not sure if there is a work around for it.... Actually, you could have a random skeleton do the talking.
No: the recall macro uses a filter by type. If more than one unith matches this filter (for example, you have more than one Boulderlobber), then the engine picks randomly one unit. It's OK.Daravel wrote:6) The recall list in 'first contact' does it change? I got different units on a second playthrough
Yes, with a variable. I fixed also a similar bug in Homecoming.Daravel wrote:7) Did you fix the runes for the bridge triggering twice?
The new code should have fixed this.Daravel wrote: Also, the skeleton that captured my unit appearing outside with my units at end of scenario
No, there aren't more. And no, it doesn't matter because at a certain point you will control all Trolls.Daravel wrote:9) Siege perilous - Some of the bats (are there now more of them?) went north into the actual village. Doubt it matters though.
I don't know. Eros and Mars originally coded it this way. Should I change it?Daravel wrote:10) Out of interest, why does the turn change from 4 to 11 when the skeleton delivers the line and Zurg talks to you?
No.Daravel wrote:11) If Zurg and Grog enter tunnel, do you lose any unit that hadn't entered?
Probably just because the Trolls never had the chance to collapse a wall with her present. A comment from Deep Levels:Daravel wrote:12) 'Deep levels' Elyssa is surprised at the Trolls magic they use to collaps the tunnel, but she has been with them for years. Why would she not know of it? Wasn't she studying it?
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#Elyssa is jealous
#could we have a rivalry between them? (Eros)
"Recruiting" is a gameplay term. If you have a better solution, I'll gladly add it.Daravel wrote:14) Elyssa tells Grog not to recruit too many Trolls - Now, in reality, Grog isn't recruiting because where do the recruits come from? Recruiting is in effect, very unrealistic. Therefore, Elyssa mentioning recruiting is kind of breaking the 4th rule and ackowledging the unrealistic aspect. It's only one line though, I just like making a fuss over small things.

I'll fix it.Daravel wrote:15) There is 100% chance to hit the units on the lava. They need a defense value.
Ok. Will be better "lava worries us"?Daravel wrote:16) Grog says "fire worries us" after all the units are killed at the lava - but their Troll shamans use fire and so does Elyssa.
Not really, first because I'm not an artist, second because this will complicate the code, third because we have a Red Mage that does the Engineer in Evacuation scenario (Eastern Invasion).Daravel wrote:17) Why are the miners still dressed as soilders. Need a different sprite.

Only because you never had an assassin named Clean, a wose called Bombadabom, an orcish archer named Paolo and a drake named Mark. There is a thread about funny unit names in off-topic. And the name is randomly generated.Daravel wrote:18) Careoddrent's name is annoying
At least this isn't the usual Elves vs. Orcs battle. There are around campaigns with even more races (IftU comes to my mind, just as example...)Daravel wrote:21) This campaign, and especially this scenario feature a lot of races. Maybe too many? It just seems that they get added in because they can be.
Now, to Eros:
Maybe I'll upload it later in the 1.9 development cycle. To complete my point of view, you should know that, when a new stable is released, its development add-ons server is closed and the stable server restarted. So, 1.1, 1.3 and 1.7 servers don't longer exist, and only the 1.5 server is survived via the web interface for some reason that I don't know. Due to this, it isn't really important to qualify in pole on the 1.9 server.Eros wrote:OK, but 1.9 will be very similar to 1.10 so will ease transition a lot. When 1.9 comes out 1.8 will remain very similar so there will be little need to maintain that release. As I said before the popularity (in number of downloads) is very closely related to how near to the top it is.
This was already proposed - and refused - before, so this will not happen.Eros wrote:NB: Someone could suggest to the developers making the list rank in order of popularity by default. (Or a "user rating" system)
And now, your latest message:
Yes, they're riderless in A6. To solve the problem of Dwarvish Gryphon Riders in next scenarios, I'm trying to do a Troll Gryphon Rider by doing a frankensteining. When I have done something, I'll post.Daravel wrote:1) Who is riding the Gryphons? Unless I'm much mistaken, they were riderless in 'Every Troll to do his duty'
I'll think about it. Also Mal-Ravanal in Easter Invasion first is invulnerable and in the final scenario(s) isn't.Daravel wrote:2) The Lich was immune to damage in 'First Contact' but now he is not? What changed? One thing you could do is this: - You could create 3 more of the tunnels guarded by 1 unit with the gold and 3 prisoners in and put a power crystal in them. You then have to find and destory all 3 to destory the spell that gives him invulnerability. You could move the white mage into the first prison cell and he can tell you about the crystals.3) I felt there were a lot of units to kill in the beggining, it made it more of a chore than a challenge. I tried recruiting level 1 + 2's so I could level them all up. In the end, I got 3's and a few 2's. The whole level is just a mash through lots of units. Especially if you aren't quick enough getting the first two leaders. It could do with there being less units to deal with from the first two leaders
"First Contact" different from "First Contact"'?Daravel wrote:4) The south end tunnel which is the one you flee down in 'First Contact' is very different from the version in 'First Contact'

Ok, I'll check. Usually chests are replaced with an open chest.Daravel wrote:5) The gold chest in the north doesn't disapear after you take it.
I just recycled this good old name. I liked it.Daravel wrote:6) The first prisoner I released is 'Krunk' even though he is now Zurg and I already have Zurg (of course). I can attach a replay if you like?

Yes.Daravel wrote:7) What happens if there are no prisoners from 'First Contact' - are those tunnels empty?
Exactly, what unit type is Frokk?Daravel wrote: In the cage where I got Frokk - there isn't an image of him in prison, but a balck shape with a '?'
I also have a question for you: in SVN/trunk/attic, I found this image of the Sceptre of Fire, from the SoF campaign before that it was mainlined. Do you think that it will be useful as final story screen?
Thanks for your work. A ton of work is waiting for me, I guess...Daravel wrote:Edit: Annnd attach the file
Current maintainer of these add-ons, all on 1.16:
The Sojournings of Grog, Children of Dragons, A Rough Life, Wesnoth Lua Pack, The White Troll (co-author)
The Sojournings of Grog, Children of Dragons, A Rough Life, Wesnoth Lua Pack, The White Troll (co-author)
Re: The Sojournings of Grog (1.8)
Spoiler:
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- Elvish_Hunter
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Re: The Sojournings of Grog (1.8)
Also, you bring up things that even I didn't noticed. I thank you for this, really. The downside is that this makes my to-do list very long.Daravel wrote:I'm trying to get all elements of the campaign to fit together and for there to be no inconsistencies, which is why I bring up tiny small things that maybe no one else will ever notice.

Yes. What I do for Trolls should be doable also for Dwarves, otherwise this will unbalace the campaign when I'll add the Dwarvish option. Runemaster could be fine, but I should check in some other Era if there is a good unit for this purpose.Daravel wrote:Do you mean that if you place a special loyal Troll down there to free, then you would also need one for the Dwarves? How about a runemaster?
I'll see how to remove this turn modification without altering gameplay.Daravel wrote:The turn number change doesn't really matter. It's just inconsistent. I always assumed it was part of the code due to Zurgs team joining the players
Yes, but please avoid making Zurg and Elyssa enemies! They're supposed to be allied until the end of the campaign.Daravel wrote:Fair enough. I'm going to add in more rivalry between them when I do the second load of edits after playing everything. Elyssa will think she is better than the Trolls (in terms of combat and especially magic) but her subtle comments go unnoticed by the less intelligent Trolls; except Zurg.
The recolouring could be quite a work, cutting away the weapons is much more simpler.Daravel wrote:Are there no unarmed peasant sprites? Or, just cut the club/pitchfork/bow off a peasant or footpad. You could even recolour their shirts to black and white for traditional prisoner clothes. Not sure how much work that'd be.
Or make them taking their weapons and then run a TRANSFORM_UNIT macro.Daravel wrote:Does it complicate the code? The Humans in that scenario only stand still and talk a bit.
OK. Just bear in mind that adding new features and testing can be a long work.Daravel wrote:True, but that doesn't make it make sense. The power crystal idea would actually add very little time in the scenario. I completed it with plenty of time to spare and explored all the important areas. Adding more of those tunnels on the paths the player will already go to (The tunnel to the poisioning potion, the tunnel with the magic resist amulet and wherever else) won't be hard to send one unit down, kill the unit, kill the crystal and done.
Now that I think about it, First Contact and Nemesis happen in two different places. We can define First Contacs as a secondary den and Nemesis as the main den of the Lich.Daravel wrote:It's meant to say that, the tunnel that you flee down in 'First Contact' is very different from the tip of it you can see on the south edge of the map in 'Nemesis' - essentially, same thing as in Homecoming -> Siege Perilous.
It's the final scenario of the first arc, it's meant to be hard.Daravel wrote:This was my third attempt at it, and you can see how I used mostly level 3 Trolls to rapidly push towards one leader while my level 2's are used to hold the other off. This can get very hard, very quickly if you don't move fast.
Daravel wrote:What do you want the Sceptre of Fire image for? I didn't read all the dialogue at the end of part 1 as it was very late and I was just flicking through. Someone has just begun redrawing it.
Spoiler:
Yes, they helped me, but I don't need Deep Levels and Every Troll to do his Duty. I also had problems of Out of sync. I'm on Wesnoth 1.8.3, what's your version?Daravel wrote:Do my replays help you? Would you like Deep levels and Every Troll to do his duty (which was far easier)
Three more notes:
1) You wrote, referring to Nagas: Grog hate horrible fish.
Nagas are snake-like creatures, so I wrote: Ahh... Them Nagas. Grog hates horrible snakes.
2) You wrote, about the spider event:
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Elyssa:
Original: How many times do I have to tell people this. Spiders are NOT insects...
Revised: Remove
Code: Select all
[message]
speaker=Nym
message= _ "You know, if all we discover down here are insects, I'll be very disappointed. "
[/message]
[if]
[have_unit]
id=Elyssa
[/have_unit]
[then]
[message]
speaker=Elyssa
message= _ "Spiders aren't insects."
[/message]
[message]
speaker=Nym
message= _ "Thanks for the clarification."
[/message]
[/then]
[/if]

3) Replaying UtBS, I noticed this message in Across the Harsh Sands:
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[message]
speaker=Elyssa
message= _ "I accidentally managed to anger a powerful necromancer a while ago...it's a long story. But who are you? You almost look like elves."
[/message]
Current maintainer of these add-ons, all on 1.16:
The Sojournings of Grog, Children of Dragons, A Rough Life, Wesnoth Lua Pack, The White Troll (co-author)
The Sojournings of Grog, Children of Dragons, A Rough Life, Wesnoth Lua Pack, The White Troll (co-author)
Re: The Sojournings of Grog (1.8)
Spoiler:
Last edited by Daravel on July 25th, 2010, 2:20 am, edited 1 time in total.
- Elvish_Hunter
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Re: The Sojournings of Grog (1.8)
Some quick answers:
Maybe I should increase the gold amount, and place the chest near the player's keep, otherwise when the player founds it he/she is already in deep negative and that gold won't be useful.
About bugs, I noticed that recalling a unit during a victory event crashes Wesnoth, or at least it did in 1.8.2. Anyone else noticed this?
About the unknown unit symbol: this was made to make code simpler. Maybe it's possible to use the unit's sprite, but this involve use of variables. Can you send me your start-of-scenario savegame, so I can test a solution?
And, about the Gryphon, I thinked to make them riderless for the whole campaign. But, to do this, I need a Level 1 Gryphon sprite. So, I recoloured a Gryphon (only the baseframe, for now) to make it white, like some birds that have white feathers when young, and this is the result: Do you think that this will work as a L1 Gryphon, still young enough to have white feathers, but strong enough to be used on the battlefield?
I watched your replay of A7, and I noticed your lack of Level 3 units. For example, you didn't recalled any Boulderlobber, and recalled only one Fire Shaman/Warbanner. Did you tried to save leveled units for later scenarios, or simply you didn't had them? To win this scenario without problems, it is almost required to have three or four Warriors and three or four Boulderlobbers.Daravel wrote:It isn't just that it's hard, it's a chore to get through. Mainly the first turns, but I'd say that the first 15 turns of a scenario have never taken me longer. You make so little practice and just kill unit after unit. It'd be nicer if you faced the same number of enemies, but spread out more. It's like a survival game, but without the overpowered damage and extra moves after killing a unit.

Grog already met Nagas in the second-last UtBS scenario, as enemies. The Elves, in that scenario, also had Mermen, so Grog at least knows that Mermen and Nagas aren't the same thing. And, about what Nagas are, I'm copying the description of mainline Naga Fighter line, to make things clear:Daravel wrote:- Would Grog know the difference? To him, wouldn't anything from the water be a fish? He can call it a "Hissing fish" to make it more snakelike- Are nagas 'Water borne snakes' or 'snake like fish;?
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Naga Fighter:
"The serpentine naga are one of the few races capable of any meaningful mobility in water, giving them mastery of a whole world effectively forbidden to land dwellers. Still, they are not true creatures of the sea, and their inability to breathe water leaves them in trepidation of the abyss. They are small, and somewhat frail in form, but often much more nimble than their opponents."
Naga Warrior:
"The young warriors of the naga aspire to the day when they merit their second blade. Their martial practice of using twin blades is wholly unlike that of the Orcs and other races, for they have begun to learn the art of using their serpentine form to best effect, twisting and turning to dodge from blows. This makes them potent on land, but the friction of water greatly impedes the technique."
Naga Myrmidon:
"The most practiced of the naga blademasters are initiated into the caste of the Myrmidon, masters of their twin-bladed art. They strike as fast as the snakes which they resemble, and dance away from attacks with grace. Not only are they potent enemies on any open terrain, but their ability to swim allows them deadly mobility in water."
No, :debug will cause out-of-sync if you create units from nowhere. Yesterday I replayed the first two scenarios of Fate of a Princess, for example, and I noticed that, in the first scenario, the replay is corrupted (I save-loaded and there is a transformation of Ishlars the Mage from one unit type to another), but the second isn't (I didn't save-loaded and there wasn't any unit transformation). Either way, WML and save-load should't cause corrupted replays. I should check with SkyOne and mich (author and co-author), and see if it's an engine bug or not.Daravel wrote:Replays: I used the debug on 'Nemesis' to remove shroud at the end to make sure I'd been everywhere. If that might be the cause then I can go back and finish it without debugging?
About bugs, I noticed that recalling a unit during a victory event crashes Wesnoth, or at least it did in 1.8.2. Anyone else noticed this?
About the unknown unit symbol: this was made to make code simpler. Maybe it's possible to use the unit's sprite, but this involve use of variables. Can you send me your start-of-scenario savegame, so I can test a solution?
And, about the Gryphon, I thinked to make them riderless for the whole campaign. But, to do this, I need a Level 1 Gryphon sprite. So, I recoloured a Gryphon (only the baseframe, for now) to make it white, like some birds that have white feathers when young, and this is the result: Do you think that this will work as a L1 Gryphon, still young enough to have white feathers, but strong enough to be used on the battlefield?
Current maintainer of these add-ons, all on 1.16:
The Sojournings of Grog, Children of Dragons, A Rough Life, Wesnoth Lua Pack, The White Troll (co-author)
The Sojournings of Grog, Children of Dragons, A Rough Life, Wesnoth Lua Pack, The White Troll (co-author)
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Re: The Sojournings of Grog (1.8)
While loosly following this thread as usual I recall that this bug appeared in The Founding of Borstep (IIRC) and has been reported by beetlenaut.Elvish_Hunter wrote:About bugs, I noticed that recalling a unit during a victory event crashes Wesnoth, or at least it did in 1.8.2. Anyone else noticed this?

projects (BfW 1.12):
A Simple Campaign: campaign draft for wml starters • Plan Your Advancements: mp mod
The Earth's Gut: sp campaign • Settlers of Wesnoth: mp scenario • Wesnoth Lua Pack: lua tags and utils
updated to 1.8 and handed over: A Gryphon's Tale: sp campaign
A Simple Campaign: campaign draft for wml starters • Plan Your Advancements: mp mod
The Earth's Gut: sp campaign • Settlers of Wesnoth: mp scenario • Wesnoth Lua Pack: lua tags and utils
updated to 1.8 and handed over: A Gryphon's Tale: sp campaign
Re: The Sojournings of Grog (1.8)
That was meant to be the idea we just never implemented it.Daravel wrote:Maybe that necromancer was Apophis, that now is Mal-Apophis? This could give an interesting twist to the plot. This may lead also, if a campaign developer is interested, to make a campaign about Elyssa, how she became a mage, how she met Apophis and how she destroyed him (apparently).
"Genius is 10% inspiration and 90% perspiration" (Thomas Edison) Which is why I smell so bad!
Re: The Sojournings of Grog (1.8)
Posted below
Last edited by Daravel on July 25th, 2010, 2:59 am, edited 1 time in total.
Re: The Sojournings of Grog (1.8)
Spoiler:
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- The Sourjournings of Grog part 1.rtf
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Re: The Sojournings of Grog (1.8)
About the Shamans: I checked and effectively there are only 2 (one is Zurg) until A7. I just got confused, sorry.
About the Boulderlobbers: they have a decent melee attack, and thanks to their ranged attack they can throw boulders without retaliation. Having some of them will make the scenario easier as well. Recalling also your five Warriors will have made the scenario easier
And finally the Gryphons: I finished the recolour (three days of work!
) of the L2 Gryphon to have a L1 Young Gryphon. Here there is the GIF: Any opinion about this? Any UMC developers, as always, is free to use it.

About the Boulderlobbers: they have a decent melee attack, and thanks to their ranged attack they can throw boulders without retaliation. Having some of them will make the scenario easier as well. Recalling also your five Warriors will have made the scenario easier

And finally the Gryphons: I finished the recolour (three days of work!

Yes.Daravel wrote:- Elyssa says about going to get more people to help fight, I assume she is coming back.
They stay with Grog, and later all of them go to the human village. From here, they'll eventually attack the Dragon - but this isn't yet finished because I'm making a C2 scenario.Daravel wrote:- Gocyn says about staying with Grog, and Ormron agrees, then says about going back to the village - what do the three main humans do?
*Elvish_Hunter applauds*Daravel wrote:edit: I've finished part 1!!! Everyone applaud! No?.....ok.
Current maintainer of these add-ons, all on 1.16:
The Sojournings of Grog, Children of Dragons, A Rough Life, Wesnoth Lua Pack, The White Troll (co-author)
The Sojournings of Grog, Children of Dragons, A Rough Life, Wesnoth Lua Pack, The White Troll (co-author)
Re: The Sojournings of Grog (1.8)
Spoiler:
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- Elvish_Hunter
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Re: The Sojournings of Grog (1.8)
For a non-artist, this is one of the best compliments that I can receiveDaravel wrote:The Gryphon looks great! Much better than I could do at any rate


If I remember correctly, the original authors coded it so these sides, that may slow down the more powerful ones, should disappear. As always, I'm open to suggestions.Daravel wrote:1) When the runemaster says the line "Time to use the heavies" or something, and starts recruiting Berserkers, all of the blue and green sides units disapear, except the leader; they then start recruiting on the next turn. Was a nast surprise, as I had a unit get attacked twice, then those units dispear, then that unit got berserked twice .
I suspected that you'll have noticed thisDaravel wrote:2) "North Gate" - the map is different again

Since the replay may be corrupt (I'm writing before downloading it, and this happened me in past for unknown reasonsDaravel wrote:Gurk's (first leader you come to) his portrait doesn't display properly when he talks when he dies

Daravel wrote:4) The signpost you need to get Grog and Elyssa to isn't shown when the objective change - I had to search the whole map for it.
One answer for two questions: I agree, this will be changed.Daravel wrote:To finish the scencario I put Elyssa on the signpost, took her off, then put Grog on it. Grog's line of "come on" sounds as though it is meant for when he is first on and waiting for Elyssa. Even so, it's counter-intuitive (to a degree) to take one off and put other one on. Perhaps better to make them dispear when they stand on it? Or if they still need to speak, have an aread they need to be stood in (like the start of a path)
Are you proposing a solution like "Zurg carries a small bag with some gold, so I can recall something else"? It may have sense.Daravel wrote:5) I was in heavy negative gold, and when Zurg came, I couldn't use the recalls - even if I needed to. Is that intended?
In Wesnoth, every Spearman can level to Royal Guard. Do you think that I should create a new unit type, called Town Guard?Daravel wrote:6) Gocyn levels to a Royal guard, but his town is not a kingdom. So therefore not royal.
Because if the player suspects something, he/she may try to occupy the keep with a unit, to avoid Dwarvish recruiting.Daravel wrote:7) The Dwarf keep that gets set up when they arrive looks odd and random.. Why not have them use the existing keep?
Good points. The first can be fixed with just a sentence (maybe Grog reappears at the beginning of the first scenario saying something like "Trolls build a wall of rock. More time Zurg hold Dwarves, more solid wall be". As for the second point, the option to not have the Dwarves following was introduced after Eros' suggestion, if the player killed the Runemaster. Maybe reworking it so the Dwarves will show up very late (to still give a bonus to the player), the Runemaster becomes a Lich (that may be appled also for the Dwarvish option, since in UtBS, if you follw the Dwarves, the Trolls defen themselves also creating Undead Trolls) and recruits hordes of Skeletons and Undead Dwarves? Or they will be attacked by Elementals?Daravel wrote:9) The Dwarfs turn up relative to how long you held off in the previous scenario. But, the only thing preventing the Dwarves coming north was Zurg, so, as soon as Zurg left they would come north. So, in terms of realism, the Dwarves would be right behind Zurg. There should be a reason why they took so long to follow. Perhaps the trolls are building a wall all the time they defend and that accounts for the time?10) If in "south gate" you kill the runemaster, then in North gate you kill all the Orcs - Which doesn't seem too hard. Who exactly are the Trolls now running from? Why don't they just stay?
I already increased the gold once - maybe I can raise it again. The AI attacking in waves can be done by giving them some more gold every X turns. Villages aren't a good choice for Trolls, since they usually have only 40% defense here.Daravel wrote:I don't know, I just feel something needs to change in the scenario. What are your thoughts, then I can come up with a more thought out plan to change it. It just frustrated me so much that I actually just quit the game and walked away.- More terrain - Use Elves?- More terrain to use defensively - you're stuck in the smallest of corners- Less unit spam - maybe have the ai attack in waves?- More varied enemies?- More gold - or opportunity to make a grab for villages and hold them - risk vs reward- If you're going for leaders, a better option than to move in a glob and get mobbed.
I see your point. Maybe replacing all the Orcs with Saurians (two Saurian tribes fighting each other, maybe) will work?Daravel wrote:12) "Rearguard" - The Orcs got there before me? But, I killed all of them. Yes. All of them (minus 1 or 2). 12) There was a river road the Orcs used to get there before me? And Elyssa knew about it? We walked over rugged mountains, when there was a river road that Elyssa knew about? Permission to have Elyssa smashed to death by Grog? I removed the reference to the river road in Elyssa's dialogue anyway, as, no one is stupid enough to not tell us about the river road. But still, how did they get there first?13) Rearguard - Plot the quickest route for Grog to get to the far side of the map, use the initial units to make sure his route isn't ZOC'd - Win in 8 turns or however many turns it takes for Grog to get there. Orcs and Saurains kill each other off mostly. There needs to be more to it. In the HttT scenario, you go between the armies.
Ok. The AI needs to be tweaked (it's one of my WML weaknesses), if you have a suggestion for replacing Bandits I'll be glad to consider it, and about the dimension, (I can't remember the exactl acronym) Hexes Can Possibly Be Miles Away.Daravel wrote:14) "Waves and Waves" - This human army has been holding off hordes of Undead and Drakes for decades, and it consists of footpads? I was expecting lines of very cool units, who didn't run out of the keep and just die.15) Again, for a very powerful town, a very small island.
Give them the names that you like, otherwise I'll look in the Random Name Generator lists.Daravel wrote:17) "Council of war" - Mayor, General, Priestess - Can we give them names? Also, they are governed by a council of elders, the leader shouldn't be a 'mayor'. Perhaps: Senior Elder, Grear Elder, Senior Councilman, Chief Elder.18) Name for the town?
The Dragon may be here from some months already.Daravel wrote:20) The council mention that "there used to be Dwarves in the montains to the north". Last we heard, they were alive and actually helped the humans when they were being overrun. How long has Ormron been away on the scouting mission, did they all die out in the last week?
Maybe talk about the strategy to follow to defeat the Dragon. Maybe about what they will find in the mountain (mines?), so they can trade with Humans. Maybe some backstory about the Sceptre of Life. Maybe having Elyssa unhappy at first, because she expected to find the Sceptre of Fire (that went destroyed, and now its Ruby of Fire is embedded on Elynia's staff in IftU/AtS). If you give me some time, I'll find the documentation on SoL - or you can download and play it. It's for 1.6, and doesn't work on releases next to 1.6.2, however (if my memory serves well).Daravel wrote:21) The whole dialogue here seems confused. They first talk about the Dwarves and this red stone. Then instantly move to talking about when the Dragon came. We've already heard about this from Ormron, so I removed the historical dialgoue. That leaves us with 2 lines about the Dwarves and the red stone. The dialogue had them agree to deal with the Drakes in exchange for the mountains - but that was pretty much agreed with Ormron and he would have told them that when he met with them first. I was expecting something about the red stone (Sceptre of life?). What do you want them to discuss here? I've left this bit unfinished and will do it when you post.
Thanks for your invaluable help.Daravel wrote:I'm attaching my replay for North gate, Rearguard and Waves and Waves - so you can see what I'm talking about.

Current maintainer of these add-ons, all on 1.16:
The Sojournings of Grog, Children of Dragons, A Rough Life, Wesnoth Lua Pack, The White Troll (co-author)
The Sojournings of Grog, Children of Dragons, A Rough Life, Wesnoth Lua Pack, The White Troll (co-author)
Re: The Sojournings of Grog (1.8)
Spoiler:

- Elvish_Hunter
- Posts: 1600
- Joined: September 4th, 2009, 2:39 pm
- Location: Lintanir Forest...
Re: The Sojournings of Grog (1.8)
ai_special=guardian will make them cease to move, unless they can attack something in the next turn - in fact, a remedy worse than the damage. Killing them with several lightning bolts? Funny, it will fit also the Runemaster unit. It may be done with a store_unit, then a foreach, then placing the lighting item like it's done for Elyssa, then killing and animating these units. Not sure how much time will require me.Daravel wrote:When the Runemaster says his line, have the blue and green side withdraw it's troops to their respective keeps (maybe boost their movement to allow them to get out of the way quicker). Not entirely sure how to set that up, perhaps the ai special = guardian tag? Then, when the units are back at the keep, the Runemaster goes mental at them then either: a berserker kills them or he goes crazy and kills them. It'd be kinda fun to watch. In fact, I think that boosting their movement is needed because it might take too long for the event to occur and the player may retreat by then.
It happens when the engine cannot find an image (sometimes. Sometimes just it isn't displayed nothing.).Daravel wrote:instead a small yellow icon of a man digging a whole
Better and simpler solution: three move_unit_fake to send three Trolls away to build the wall. Being fake units, no other change will be required.Daravel wrote:Perhaps have the player pick 3 Trolls to go off screen and build the wall
Ok. It needs adding another side without any leader, and give it a leader on that turn as well as changing the terrain.Daravel wrote:Because more Orcs are on the way. Add in an event that lots of Orcs turn up on the West side (above the cave where Deep levels took place)
I'll answer to this point below, when talking about maps.Daravel wrote:I'd like to see that small corner expanded just a bit, to give more room to play with and more villages.
Maybe two Saurian leadres are "sided" with the Dragon, other two are "sided" with an Orc leader (both the Orc and the Dragon won't appear - we may say that they are "followers"), they discuss about what is the most powerful leader, and, as it eventually happens, they start fighting.Daravel wrote:Yes, change it to two Saurian factions. You stumble into a Saurian civil war or something - leave it deliberately vague. You have to thread your way between them, or whatever. You need to do something to make it more interesting though.
ai_special=guardian, and some other tweaks. For me, it will be a matter of trials and errors to see how the AI reacts at my changings.Daravel wrote:The recruits in "The Defence" are much more impressive. As for ai, can't you make them stay on the one hex and just defend?
Yes, no more Dwarves around.Daravel wrote:but, I fear, that in the "Dragonbane" scenario, the Dragon will be in the Dwarves old home?
Here we go:Daravel wrote:The information would be very helpful.
Spoiler:
After uploading a release with your updated dialogues, inconsistencies fixed, and maybe a C2 scenario that I'm making, I plan to declare the campaign complete. After that, if for some time no bug is spotted, I'll start adding the balancing and the Dwarvish option.Daravel wrote:Also, do you have a major release planned in the near future? Or only bug fixes? I ask because, here is my plan:
I prefer playing than codingDaravel wrote:- Play UtbS and make notes on the characters and races personalities and dialogue- Create a plan for each character in TSoG and build relationships between characters that play out over the campaign, and decide how they will speak.- Re-play TSoG and re-do lots of dialogue to make it all fit with this new plan. I also want to increase the Elves role, and I have lots of ideas to make the scenarios more interesting. Specifically the 2nd part (Too many Defence scenario's)My question is: How up to doing lots of re-coding do you feel? I'm happy to help where I can. But, I feel this campaign could be improved vastly with changing a few things around (For example: In "The Defence", rather than a standard "defend this area" scenario, I'd like to see it be more dynamic. Firstly, you enter the scenario partway through the fight and must reorganise the defences (Drakes in the town already etc) and there should be missions (destroy the bridge to stop the Orcs getting across). As I say, it all comes down to how much work you want to put in; it's easy for me to sit here and give 1000 ideas.

Search engines.Daravel wrote:Oh and who is always downloading the files I attach.
Some things that you missed while rewriting dialogues:
Spoiler:
Current maintainer of these add-ons, all on 1.16:
The Sojournings of Grog, Children of Dragons, A Rough Life, Wesnoth Lua Pack, The White Troll (co-author)
The Sojournings of Grog, Children of Dragons, A Rough Life, Wesnoth Lua Pack, The White Troll (co-author)
Re: The Sojournings of Grog (1.8)
Yes, I'm sorry I keep providing you with so much work. I just remembered, the event needs to trigger either: At the start of your turn, or at the end of it, this is so you don't get attacked by blue/green, then by purple. You could have the Runemaster move up to the blue/green keep, lightning them, then enter the caves a bit, and lightning them, then go back - To make it look like he went on a serious rampageElvish_Hunter wrote:ai_special=guardian will make them cease to move, unless they can attack something in the next turn - in fact, a remedy worse than the damage. Killing them with several lightning bolts? Funny, it will fit also the Runemaster unit. It may be done with a store_unit, then a foreach, then placing the lighting item like it's done for Elyssa, then killing and animating these units. Not sure how much time will require me.
Agreed.Elvish_Hunter wrote:Better and simpler solution: three move_unit_fake to send three Trolls away to build the wall. Being fake units, no other change will be required.
Sounds good.Elvish_Hunter wrote:Ok. It needs adding another side without any leader, and give it a leader on that turn as well as changing the terrain.
That works, but don't necesarily fix the issue of it being a very simple scenario. What do you think of the idea of having to complete a task for one of them first? I know it's a lot more coding, sorryElvish_Hunter wrote:Maybe two Saurian leadres are "sided" with the Dragon, other two are "sided" with an Orc leader (both the Orc and the Dragon won't appear - we may say that they are "followers"), they discuss about what is the most powerful leader, and, as it eventually happens, they start fighting.

Ok, when I go through the next time around, I'll change the previous dialogues to say that when the Dwarves helped them defend the town, the Dragon personaly attacked their mountain and set up in there - thus finding the sceptre of life.Elvish_Hunter wrote:Yes, no more Dwarves around.
Ok, I'll keep to my plan then, hopefully most of the suggestions won't take too much coding - and I may even be able to help with some of it.Elvish_Hunter wrote:I prefer playing than codingBut if you suggest something that can improve the campaign, and I like it, I'll try to add it! And, if I won't add your proposed idea, it may be useful also for other UMC campaigns. About the maps, I solved the differences by copypasting some parts of the maps. After my next upload, you will be free to modify the maps as you like.
They look awesome, much better than I imagined. The only thing is if you can change the red marking on the floor in the blue and green version - it looks a little odd to me?Elvish_Hunter wrote:One last thing: here there is how the Power Orbs (that you suggested placing in A7) will look:
As you have seen, I've taken on a massive project as well. I only have a few more scenario's to play and then you will have a full revision of all the existing dialogue - In case I disapear for some time, or even for good.
Last edited by Daravel on July 28th, 2010, 3:19 pm, edited 2 times in total.