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)
I can.Daravel wrote:I just assumed that it is always an archer. Can you change it so it always is?
Thanks.Eros wrote:Much, much better.
A thing that, for now at least, I can't do. Anyway, colour and smaller dimension make it impossible to confuse it with a L2 Gryphon.Eros wrote:All he needs now is some destinguishing feature to make it obvious hes young when you see him on his own. perhaps some downy feathers?

I'm coding and testing the unit, when I finished I'll post it.Eros wrote:could the plus one moves become better movement over terrain. 6mp for a lump of mud is a lot. 50% and 40% are to high? maybe 40% and 30%.
I asked because maybe you preferred her changing terrains also on melee. I never coded a special attack before, so it may require some time.Eros wrote:Of course not. Its your campaign now!
It already HAS its own sprites, made by Dibs from the Wesnoth Italian Forum, as stated in credits; I agree that Faerie Fire may be odd, but Lightbeam and Shadow Wave were just worse in this case. I'll look if I can find a better solution, otherwise it will remain as is for now.Eros wrote:Maybe we could get someone to do some sprites for the white whelp as the concept is cool. Faerie Fire for it is a bit odd though. Really it needs a completely new set of ranged attacks. Maybe not even magical?
Simple: the western Saurians are sent in by the Orcs, while the eastern Saurians are allied with the Dragon.Eros wrote:Interesting. How does that fit in with the orcs chasing you now?
Thanks, Eros. I'll download and start testing it (you listed a lot of things to do...)Eros wrote:Below are the attatched files for A0. To make it work here is a list of things you need to do to the rest of the campaign.
My opinion is that the A2-a may include the first three parts, maybe placing the Bats more near to Grog's home to make the map smaller. (Yes, it may be a contrast with B4, but nothing forbids that Bats may have returned in a different place.) A2-b may include the battle against Dwarves, while the journey to the Undead can be removed since it is a narrow tunnel that allows only 1-to-1 fighting.Eros wrote:What do you think of these sections
1) from the begginning till you get to the bridge
2) from the bridge to your home
3) the fight around your home including the bats
4) the journey to the undead
5) the final battle
No need to replace stuff, at least for now. One very unusual thing that we can add is the new mainline Ghast, for example. Or some Goblins (there are a lot of units in Era of Magic and other Eras). Or some Dwarvish war machines (there are some tanks and other kind of units somewhere). There are also some other kind of Spiders around. (There are some extension that we can look for ideas: BEEM, Ageless Era, RPG Creation kit, RPG Resources...) Anyone has any other suggestion?Eros wrote:Marz says the same things. If i replace stuff I need to replace it with stuff. I need good ideas of what I can have in an under ground scenario. stuff that is unusual really.
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)
Have posted the ship.
When they are together. Seperately I could easily confuse them.
I am going to launch into a tirade about units.
Mainline units are fun, have good graphics, and are well balanced. In writing a campaign you have to strike a balence between realism (fighting the same type of units all the time as in LoW and the second half of RoW) and unrealism (IFtU where you have millions and millions of different types of units). In a campaign a unit, IMHO, should be added only when it visibly improves the campaign, has decent graphics, and is balanced. Here is my verdict on the special units we have already (that I can remember).
Elvish_Hunter wrote:Anyway, colour and smaller dimension make it impossible to confuse it with a L2 Gryphon.
When they are together. Seperately I could easily confuse them.
Doing it as a special would be hard, I think. just add a filter to E-kills.cfg. maybe this?Elvish_Hunter wrote:I asked because maybe you preferred her changing terrains also on melee. I never coded a special attack before, so it may require some time.
Code: Select all
[filter_attack]
range=ranged
[/filter_attack]
as in looking different to the whelp. Maybe its an albino troll. Cast out from its tribe it learnt lots of unusual powers (Maybe throwing mud using magic as trolls ought to be good at that sort of thing (he could do the tunnel collapse bit in A5)).Elvish_Hunter wrote:It already HAS its own sprites, made by Dibs from the Wesnoth Italian Forum, as stated in credits; I agree that Faerie Fire may be odd, but Lightbeam and Shadow Wave were just worse in this case. I'll look if I can find a better solution, otherwise it will remain as is for now.
and then orcs just randomly appear in B4?Elvish_Hunter wrote:Simple: the western Saurians are sent in by the Orcs, while the eastern Saurians are allied with the Dragon.
I am inclined to agree. OK, I dont have time to do that at the moment but it shouldnt be to hard (wouldnt take you more than a couple of hours). Moving the bats in A2 AND A4 isnt hard though I think they are good where they are. tHe final objectives for A2-1 could be "clear the home of enemies" and then have a bit of dialog and then go into A2-2.My opinion is that the A2-a may include the first three parts, maybe placing the Bats more near to Grog's home to make the map smaller. (Yes, it may be a contrast with B4, but nothing forbids that Bats may have returned in a different place.) A2-b may include the battle against Dwarves, while the journey to the Undead can be removed since it is a narrow tunnel that allows only 1-to-1 fighting.
I am going to launch into a tirade about units.
Mainline units are fun, have good graphics, and are well balanced. In writing a campaign you have to strike a balence between realism (fighting the same type of units all the time as in LoW and the second half of RoW) and unrealism (IFtU where you have millions and millions of different types of units). In a campaign a unit, IMHO, should be added only when it visibly improves the campaign, has decent graphics, and is balanced. Here is my verdict on the special units we have already (that I can remember).
- Troll Boulderlobber, came from BEEM (?, with modifications). good graphics makes that troll branch so much more desirable. 100%
- Troll magic line, I dont know about the new ones but I thought the old method of integrating with a little used/use troll unit (shaman) by haveing a upgrade was good, the graphics were also good. (I am not sure I like the new ones. maybe a redraw of th ewizard would be better?) old: 95%, new: 65%
- Cactose, suggested by Elvish (?), excellent concept, excellent graphics (same cant be said for its upgrade) simple and easy to adjust game play to. 100%
- Young Gryphon, graphics are not 100% (no offence Elvish) but the concept is good and the objections with using riders are profound. 75%, 100% if better graphics
- Great Ogre, poor graphics (unless I am out of date), doesnt fit with mainline (which has an overpowered level 2), and worsens gameplay (having a unit tree that doesnt go to level 3 makes it more interesting) 15%
- Extra dwarves. I added these but i would probably remove them as they decrease the game play. Except possibly the rune lord which makes a good ruler. 30% runelord: 80%
- extra nagas, hunter is good (though maybe he ought to have to ranged attacks, one weak with poison and one strong without?) but the rest ought to go.hunter: 100% (needs graphics) rest: 5%
- extra drakes, Im not sure what these are but the drake lines are profuse enough already, there isnt much need to add others which just add similar units to those that already exist. 20% ?
- dragon, good until we get a mainline one 100%
- desert elves, obviously necessary! 100%
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Ship.cfg
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"Genius is 10% inspiration and 90% perspiration" (Thomas Edison) Which is why I smell so bad!
- Elvish_Hunter
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Re: The Sojournings of Grog (1.8)
Will be together in 2.10.0.Eros wrote:When they are together. Seperately I could easily confuse them.
That doesn't work on die events.Eros wrote:Doing it as a special would be hard, I think. just add a filter to E-kills.cfg. maybe this?
Code: [ Select all ]
[filter_attack]
range=ranged
[/filter_attack]

Change the attack to a magical mud glob? Interesting. But if the player lost it, or haven't found it, who will collapse the tunnel?Eros wrote:as in looking different to the whelp. Maybe its an albino troll. Cast out from its tribe it learnt lots of unusual powers (Maybe throwing mud using magic as trolls ought to be good at that sort of thing (he could do the tunnel collapse bit in A5)).
As you know, the campaign is still a work in progress. The Orcs in B4 can say, for example, "Our Saurians allies have failed to stop the Trolls. We must do everything by yourself!" It's mainly a dialogue issue, in my opinion.Eros wrote:and then orcs just randomly appear in B4?
The new graphics allowed me also to add L1 Shamans and, even more important, add them the cold attack. Without it, the L2 Shamans were simply unuseful agains Drakes.Eros wrote:Troll magic line, I dont know about the new ones but I thought the old method of integrating with a little used/use troll unit (shaman) by haveing a upgrade was good, the graphics were also good. (I am not sure I like the new ones. maybe a redraw of th ewizard would be better?) old: 95%, new: 65%
No offence taken, not being a real artist I do what I can.Eros wrote:Young Gryphon, graphics are not 100% (no offence Elvish)
Zerovirus redraw the baseframe some time ago.Eros wrote:extra nagas, hunter is good (though maybe he ought to have to ranged attacks, one weak with poison and one strong without?) but the rest ought to go.hunter: 100% (needs graphics) rest: 5%
That will be removed in 1.9, it was just to backport the new sprites.Eros wrote:extra drakes, Im not sure what these are but the drake lines are profuse enough already, there isnt much need to add others which just add similar units to those that already exist. 20% ?
Monroid has made a new baseframe. And, about overpowering, when I replayed the campaign before adding it, I almost avoided using Ogres because they have similar resistances to Trolls, don't regenerate, their attack is worse that the Troll club / hammer, at least in this campaign, and cost more. And they died quicker than my L1 Trolls. Not a good bargain. And 10-3 melee blade isn't owerpowered (think to the Swordsman, for example...)Eros wrote:Great Ogre, poor graphics (unless I am out of date), doesnt fit with mainline (which has an overpowered level 2), and worsens gameplay (having a unit tree that doesnt go to level 3 makes it more interesting) 15%
I don't plan to add any other unit, except the Mudcrawler with AMLA.Eros wrote:Units shouldnt be added to the campaign for there own sake.

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)
no, on the map.Will be together in 2.10.0.
ZurgChange the attack to a magical mud glob? Interesting. But if the player lost it, or haven't found it, who will collapse the tunnel?
Interesting/Not convinced/will have to play it.As you know, the campaign is still a work in progress. The Orcs in B4 can say, for example, "Our Saurians allies have failed to stop the Trolls. We must do everything by yourself!" It's mainly a dialogue issue, in my opinion.
Well if you havent managed to level your shamans by B4 you dont deserve to have them.The new graphics allowed me also to add L1 Shamans and, even more important, add them the cold attack. Without it, the L2 Shamans were simply unuseful agains Drakes.
NB: I would prefer modifying the mainline to have a cold attack to haveing a new line.
Yes (reluctantly), but it does decrease the interest though.Monroid has made a new baseframe. And, about overpowering, when I replayed the campaign before adding it, I almost avoided using Ogres because they have similar resistances to Trolls, don't regenerate, their attack is worse that the Troll club / hammer, at least in this campaign, and cost more. And they died quicker than my L1 Trolls. Not a good bargain. And 10-3 melee blade isn't owerpowered (think to the Swordsman, for example...)

Theres no problem with units but 99.9% of the time they ought to mesh seamlessly with other units in the game. They ought to feel like a logical extension of whats there already.I don't plan to add any other unit, except the Mudcrawler with AMLA.
NB: can I have some feedback on A-0.
"Genius is 10% inspiration and 90% perspiration" (Thomas Edison) Which is why I smell so bad!
- Elvish_Hunter
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Re: The Sojournings of Grog (1.8)
Remeber that there is a Shaman that was supplied by the end of B2. Leveling it only in B3 and B4 isn't easy.Eros wrote:Well if you havent managed to level your shamans by B4 you dont deserve to have them.
Ok then. Still, I'll keep the Warbanner sprite, at least, because it is better than the old Shaman sprites, that we used before.Eros wrote:NB: I would prefer modifying the mainline to have a cold attack to haveing a new line.
I just copied it in my campaign folder and fixing some things before playing it. But I looked the map and the code and I can say that I like it. Good job, Eros!Eros wrote:NB: can I have some feedback on A-0.

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)
Ok, its the best of the 3 units for graphics. lets see if someone will make a new one for us.Ok then. Still, I'll keep the Warbanner sprite, at least, because it is better than the old Shaman sprites, that we used before.
Thanks. Its not balanced but I like it. There are a few things I dont like (like the tentacles) but.... There are no cactoses on the basis that you would put them in A1. (though they might be better as a surprise novelty in C*)I just copied it in my campaign folder and fixing some things before playing it. But I looked the map and the code and I can say that I like it. Good job, Eros!
"Genius is 10% inspiration and 90% perspiration" (Thomas Edison) Which is why I smell so bad!
- Elvish_Hunter
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Re: The Sojournings of Grog (1.8)
One thing that I forgot: of course, I need to revert to the old A1 map, right? And the cactoses in A1 where should be placed - or should I remove them?
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)
revert to old A1 map. I, IMHO, would have the cactoses as a surprise for c* but if not put them by the first pond.One thing that I forgot: of course, I need to revert to the old A1 map, right? And the cactoses in A1 where should be placed - or should I remove them?
NB: Am shutting down my comupter as a 1000 page maths textbook calls me. I must......obey........
"Genius is 10% inspiration and 90% perspiration" (Thomas Edison) Which is why I smell so bad!
Re: The Sojournings of Grog (1.8)
I am not sure if you want a new map when you split A2 but here is an idea of what you could have.
Obviously that is just a draft, and would need careful refinement. The advantages of the new map are
1)simpler (only two routes)
2)shorter (less endless walking)
3)more space to fight in (the main road is 5 wide rather than 3 and this is carried across to everything else)
4)more interesting?
The disadvantages are:
1) you lose the bit where you are running between 2 armies which is unique(?) to all of wesnoth. I really liked that bit.
I could graft the righthand side of the new map onto the old one. Possibly!
Spoiler:
1)simpler (only two routes)
2)shorter (less endless walking)
3)more space to fight in (the main road is 5 wide rather than 3 and this is carried across to everything else)
4)more interesting?
The disadvantages are:
1) you lose the bit where you are running between 2 armies which is unique(?) to all of wesnoth. I really liked that bit.
I could graft the righthand side of the new map onto the old one. Possibly!
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A2-1.map
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"Genius is 10% inspiration and 90% perspiration" (Thomas Edison) Which is why I smell so bad!
Re: The Sojournings of Grog (1.8)
I see that its bout a year since Marz and I started TSoG. Since that time Marz has entered the Latin translation project and left development of TSoG. I have also stopped being lead developer now acting more as a advisor for Elvish_Hunter who is doing an excellent job of maintaining the campaign. As the numbers on Tsog approach 3.0 maybe we should decide what would constitute an appropriate 3.0 release. Here is a draft of what could be a road map for TSoG.
I have probably missed something there. If Elvish_Hunter could comment on this that would be great.
If he approves we could edit it and it could be placed in the campaign info folder. I am happy to help with anything needed for a 3.0 release. We should try and make a TODO list and put it in this thread. How about this?
Elvish willing he should have a post to include the roadmap and this TODO list that he can modify as things get finished. If I can take a copy of TSoG sometime over a week-end I will do my code sortout.
Phew!.....
Roadmap:

TODO: :
Phew!.....

"Genius is 10% inspiration and 90% perspiration" (Thomas Edison) Which is why I smell so bad!
- Elvish_Hunter
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Re: The Sojournings of Grog (1.8)
Ok Eros, currently I don't really have the time to answer to all your points (sooner or later, I should also go back some pages to see if I missed something). Some really quick answers:
I'll check it.
While you're here, I have two questions:
1) About the Great Ogre issue, I thinked how to solve it; what do you think if only I-Gruk (the Ogre leader) can advance this way, and all the other Ogres will be capped at L2 (maybe with AMLA?)?
2) About the unit discussion that we had yesterday, some time ago Daravel noticed that the Spearmen level to Royal Guard, but in this campaign they defend a city, not a kingdom, so I made, after his suggestion, a special Town Guard unit, that is a renamed Royal Guard. Should I keep or remove it?
)
A new map is always welcomeEros wrote:I am not sure if you want a new map when you split A2 but here is an idea of what you could have.

And you're doing an excellent job as advisor as wellEros wrote:I have also stopped being lead developer now acting more as a advisor for Elvish_Hunter who is doing an excellent job of maintaining the campaign.

1) About the Great Ogre issue, I thinked how to solve it; what do you think if only I-Gruk (the Ogre leader) can advance this way, and all the other Ogres will be capped at L2 (maybe with AMLA?)?
2) About the unit discussion that we had yesterday, some time ago Daravel noticed that the Spearmen level to Royal Guard, but in this campaign they defend a city, not a kingdom, so I made, after his suggestion, a special Town Guard unit, that is a renamed Royal Guard. Should I keep or remove it?
Most of the units have, but remember that even in mainline there are some with only the baseframe, and that, until some time ago, the Giant Rat was a sprite made with four small mice. About being on top of the server, when I finished integrating your new A0 I'll switch to the 1.9 series - that will mean that the 1.8 series will only receive bugfixes. Due to the known bug, I'll have to wait for 1.9.1 to upload it, run wmllint and test only after uploading.Eros wrote:(1) All graphics should be of mainline quality. (ie. all units should have at least the minimum attack frames) (2) All speech should try and conform with existing campaigns (hence the reason for the emphasis on race specific speech). (3) That the campaign should be professional as far as possible. (keeping the WML simple and annotated). (4) That we should attempt to keep the campaign as near to the top of the campaign lists on the addon-server.
So, there is no hurry to add the Dwarvish branch. Anyway, we should think how to fix those small contrasts with IftU (that means, the Sceptre of Fire, that in IftU/AtS is destroyed and the Ruby embedded in Elynia's staff (I thinked to replace it with the Sceptre of Life some time ago), and Elyssa, that in IftU becomes a Shaxthal (it's spelled right?) while here she's so powerful that nothing can stand against her).Eros wrote:Dwarvish Branch When originally written we intended to have a choice between playing Grog or playing Rogrimir. Though this is possible it's not necessary. IFtU gives a alternative, albeit unusual, history of the dwarvish branch. This campaign could try to compliment that rather than replace it.
I can do it as well, hopefully. Of course, I'm not fast because I test a lot before uploading. What do you mean with "policy for WML"? Does it allow use of Lua code, should I find the time to learn it (not sure)?Eros wrote:(1) Standardise the code. Make sure we have a coding policy for our WML and make sure all the code is correctly annotated. I could do that as I wrote most of it originally! so here goes: Eros Progress: incomplete
Ok then, the L2 Cactose can be removed because, after testing, it doesn't appear too useful in this campaign. About the L1, raising both melee and ranged damage by 1? Increase resistances to fire and cold to 50%?Eros wrote:Elder Cactose: this should be refined or removed(IMHO removedand cactose made more powerful we dont need two types of cactose really. KISS is a wonderful principle!)
I already removed the cave-entrace-2 for the same reason, as you asked. I didn't knew about this. What was the source of these two images?Eros wrote:We need more story images however I think we are breaching copyright by keeping cave-entrance-1.jpg in the campaign.
I'm not sure, but maybe there is a wmlscope parameter to point out to unused files. I'll check the wiki.Eros wrote:There are a lot of graphics used by un-used units in the images folder. These could be removed. I'll do that as I'm redoing the code. Eros Progress: incomplete
That will be the new 40% system, giving Grog arbitrary gold values, and raise or decrease depending on players' inputs. For me "hard difficult" usually means "difficult level that I cannot win...Eros wrote:(4) Add gold carry over. Only Elvish can do that.

Please wait at least a week until I finished adding the new scenario (real life permitting)!Eros wrote:Elvish willing he should have a post to include the roadmap and this TODO list that he can modify as things get finished. If I can take a copy of TSoG sometime over a week-end I will do my code sortout.

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)
Just a quick comment on the saurian-orc issue - I forget the scenario name - The one after "the North Gate"
The reason I suggested removing the Orcs was because Grog and party left the battlefield first, and were running from the Orcs. So, how did the Orcs get in front of them and into a conflict with the Saurians? Elyssa answers this for us; she says that the Orcs must have used the river road (or something). So why on earth didn't WE use that road? If Elyssa knew of it, and knew it was quicker?
That's why I suggested that the Orcs should be behind us. The reason that they would randomly appear in the next scenario is because they caught up.
Alternatively; when you escape in "The North Gate" Elyssa can say that they will be forced to take the mountain path, while the Orcs will be able to go round, on the quicker river path.
The reason I suggested removing the Orcs was because Grog and party left the battlefield first, and were running from the Orcs. So, how did the Orcs get in front of them and into a conflict with the Saurians? Elyssa answers this for us; she says that the Orcs must have used the river road (or something). So why on earth didn't WE use that road? If Elyssa knew of it, and knew it was quicker?
That's why I suggested that the Orcs should be behind us. The reason that they would randomly appear in the next scenario is because they caught up.
Alternatively; when you escape in "The North Gate" Elyssa can say that they will be forced to take the mountain path, while the Orcs will be able to go round, on the quicker river path.
Re: The Sojournings of Grog (1.8)
Interesting!Elvish_Hunter wrote:1) About the Great Ogre issue, I thinked how to solve it; what do you think if only I-Gruk (the Ogre leader) can advance this way, and all the other Ogres will be capped at L2 (maybe with AMLA?)?

Yes, I agree entirely. put it into villagers.cfgElvish_Hunter wrote: 2) About the unit discussion that we had yesterday, some time ago Daravel noticed that the Spearmen level to Royal Guard, but in this campaign they defend a city, not a kingdom, so I made, after his suggestion, a special Town Guard unit, that is a renamed Royal Guard. Should I keep or remove it?
There's no rush. As long as its 1.10 ready. We would need to rewrite the maps for the new terrain.Elvish_Hunter wrote:Most of the units have, but remember that even in mainline there are some with only the baseframe, and that, until some time ago, the Giant Rat was a sprite made with four small mice. About being on top of the server, when I finished integrating your new A0 I'll switch to the 1.9 series - that will mean that the 1.8 series will only receive bugfixes. Due to the known bug, I'll have to wait for 1.9.1 to upload it, run wmllint and test only after uploading.
Elvish_hunter wrote:So, there is no hurry to add the Dwarvish branch. Anyway, we should think how to fix those small contrasts with IftU (that means, the Sceptre of Fire, that in IftU/AtS is destroyed and the Ruby embedded in Elynia's staff (I thinked to replace it with the Sceptre of Life some time ago), and Elyssa, that in IftU becomes a Shaxthal (it's spelled right?) while here she's so powerful that nothing can stand against her).
I think we should drop the dwarvish branch. The campaigns arent possible to combine. IFtU assumes that you chose the dwarvish branch so they could be alternative histories. I find IFtU great to play(at least part 1, part 2 gets a little repetitive) but the history is extremely bizarre. I dont think we want to try and integrate with it but to offer an alternative history that fits better with standard wesnoth.
Well when I wrote it I didnt have a consistant policy of annotating the code. variables for example are handled using macros in some places and straight WML in others. All it needs is a tidy up when we are ready to have a 3.0.Elvish_Hunter wrote: What do you mean with "policy for WML"? Does it allow use of Lua code, should I find the time to learn it (not sure)?
I'd keep the resistances like a normal wose but maybe increase the attacks a little. if resistance were to be increased it would have to be against blade. (gryphons and fencers)Elvish_Hunter wrote:Ok then, the L2 Cactose can be removed because, after testing, it doesn't appear too useful in this campaign. About the L1, raising both melee and ranged damage by 1? Increase resistances to fire and cold to 50%?
-2 was straight of google imagesElvish_Hunter wrote:I already removed the cave-entrace-2 for the same reason, as you asked. I didn't knew about this. What was the source of these two images?

Same here. I'd aim for the harder end of the spectrum. maybe like SotBE and NR.That will be the new 40% system, giving Grog arbitrary gold values, and raise or decrease depending on players' inputs. For me "hard difficult" usually means "difficult level that I cannot win...
[/quote][/quote] If you want to do it thats good by me. If you want to do it though it should be when we have done the rest.Elvish_Hunter wrote:Please wait at least a week until I finished adding the new scenario (real life permitting)!
@Daravel
Your explanation is what I had thought(obviously my explaining powers need work). The orcs were blocking your route to the river road in B2 so you take the pass instead.
"Genius is 10% inspiration and 90% perspiration" (Thomas Edison) Which is why I smell so bad!
- Elvish_Hunter
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Re: The Sojournings of Grog (1.8)
The Great Troll has also its L2 unit, that is the Troll Hero.Eros wrote:Either keep it pr you could make the Great Ogre like the Great Troll not on the unit tree.
Then it's better to wait! In mainline the developers are still adding new terrains, so it's better to wait some time until they finished. And anyway, 1.10 beta will be released probably in 2011, considering that we are at the start of the 1.9 cycle.Eros wrote:There's no rush. As long as its 1.10 ready. We would need to rewrite the maps for the new terrain.
Ok. Elyssa will remain powerful as is, but the only problem is now the Sceptre of Fire, that is destroyed after The Dark Hordes and before UtBS - at least, in the development plans.Eros wrote:I think we should drop the dwarvish branch. The campaigns arent possible to combine. IFtU assumes that you chose the dwarvish branch so they could be alternative histories. I find IFtU great to play(at least part 1, part 2 gets a little repetitive) but the history is extremely bizarre. I dont think we want to try and integrate with it but to offer an alternative history that fits better with standard wesnoth.
There is nothing wrong in using both macros and plain WML. The main problems, from my point of view, are two:Eros wrote:Well when I wrote it I didnt have a consistant policy of annotating the code. variables for example are handled using macros in some places and straight WML in others. All it needs is a tidy up when we are ready to have a 3.0.
- first, having a wmllint and wmlscope output as much clean as possible (not always easy, I know)
- second, avoid nested events. They're usually a trap for the engine, in my experience, and...
Sapient, in another thread, wrote:What you may not understand about macros is that they use a simple text pre-processing language. Macros are expanded to their full WML equivalent when the file is first read and before the scenario is even executed. Thus, a macro has no concept of a WML variable.
Also, I tend to avoid spawning events from within other events. It may seem like the simplest way at first, but in my experience it often leads to needless confusion. You can achieve the results with unfiltered moveto and a [switch] statement.
You know, real cactus can resist to extreme hot and cold, while they aren't so resistant against pierce and impact.Eros wrote:I'd keep the resistances like a normal wose but maybe increase the attacks a little. if resistance were to be increased it would have to be against blade. (gryphons and fencers)
Eros wrote:-2 was straight of google images-1 was from Marz so I dont know.

I already added it, created or copied all the macros needed, done most of the points that you listed and testing it.Eros wrote:If you want to do it thats good by me. If you want to do it though it should be when we have done the rest.

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message= _ "Mrrrmm! Gurgle! Splorch! Glargle! Shholpoupl! Shhlop! Shhlorp! Shhlorp-Gup!"

No problem: I always keep backups. But I noticed that having a Saurian-only fight makes the scenario harder, in my opinion, and maybe more interesting (they have skirmish, magic and heal, things that Orcs don't have).Eros wrote:@Daravel
Your explanation is what I had thought(obviously my explaining powers need work). The orcs were blocking your route to the river road in B2 so you take the pass instead.
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)
OK, then. I give in. lets have a great ogre!
About A2-1. probably a revision of the old map would do. just a few tweaks to the entrance and further in. if we do replace it, the pools of lava are only sitting there until I decide what ought to be there.
Not played the dark hordes. we dont have to agree with anything thats not mainline but we could at least try. the sceptre of fire was purely meant to be a fun end. it could be scrapped no probOk. Elyssa will remain powerful as is, but the only problem is now the Sceptre of Fire, that is destroyed after The Dark Hordes and before UtBS - at least, in the development plans.
cant comment on first but the second is good advice. nested events are a pain. they only normally cut out one variable check anyway(see A0).- first, having a wmllint and wmlscope output as much clean as possible (not always easy, I know)
- second, avoid nested events. They're usually a trap for the engine, in my experience, and...
OK, they ought to be weak to blade whatever. a nice fleshy cactus will be weak to blade and that means we can upgrade fencers and gryphons easily.I'd keep the resistances like a normal wose but maybe increase the attacks a little. if resistance were to be increased it would have to be against blade. (gryphons and fencers)
not sure. If i remember Ill ask marz.At this point, I should ask also what was the source of desert.jpg (or desert.png), since I haven't found it in mainline campaigns...
dont complicate the scenario by the multihex attack. leave it as a novelty for C2.I already added it, created or copied all the macros needed, done most of the points that you listed and testing it. I even did something more: added a horn sound when the Nagas sound the alarm, added two Ruffians to compensate the mainline weakening of the Footpad unit, made the Mudcrawler say this:
About A2-1. probably a revision of the old map would do. just a few tweaks to the entrance and further in. if we do replace it, the pools of lava are only sitting there until I decide what ought to be there.
Youd have to rework the story line for that to happen. have a new map with no river and you just meet two bands of saurians having a squabble. the orcs would then catch up with you in B4. I like that idea as I never liked my B3. maybe I'll give it a go when I get home. If you dont mind!No problem: I always keep backups. But I noticed that having a Saurian-only fight makes the scenario harder, in my opinion, and maybe more interesting (they have skirmish, magic and heal, things that Orcs don't have).
"Genius is 10% inspiration and 90% perspiration" (Thomas Edison) Which is why I smell so bad!