The Sojournings of Grog (3.6.1 is out)
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Re: The Sojournings of Grog (1.8)
Scenario 11:
Spoiler:
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Re: The Sojournings of Grog (1.8)
There isn't, I use role regularly to filter for "groups" of units that can't be caught easily via side, type etc. It's supposed to work however.Elvish_Hunter wrote:so the point is: there is any problem if two or more units have the same role?
I follow the thread only very losely and just spotted that question, sorry...While you're here, I know that you like Trolls: what's your opinion about the White Troll unit?
And compliments for you new Code & WML Contributor title!
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
- Elvish_Hunter
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Re: The Sojournings of Grog (1.8)
Version 2.10 is on the server.
This version adds several (but not yet all) of the changes that we discussed recently, the new A0 and B3 by Eros, and some other features.
Known issues:
- When using hack start, Elyssa as Gold Mage still uses the Red portrait even if I modified her creator to give her the Silver portrait.
- The Mudcrawler still needs right dialogue in almost all scenarios, and this means also modifying the MESSAGE_FIRST_UNIT and MESSAGE_SECOND_UNIT macros that we have. Unless we invent some spell by Elyssa that allows the Mudcrawler to speak normally, or something else.
- Due to some changes (Troll Shaman line, for example) this release is INCOMPATIBLE with former releases. PLEASE DO NOT UPDATE if you're playing the campaign, unless you want to restart or use hack start. And please report any bug that you find.
Also, this remembers me one thing: once there was the possibility to fight against the Humans, that Eros asked to remove. Eros, do you think that the scenario works well this way, so I can finish removing the old Status 3 code (where Humans were enemies)?
This version adds several (but not yet all) of the changes that we discussed recently, the new A0 and B3 by Eros, and some other features.
Known issues:
- When using hack start, Elyssa as Gold Mage still uses the Red portrait even if I modified her creator to give her the Silver portrait.
- The Mudcrawler still needs right dialogue in almost all scenarios, and this means also modifying the MESSAGE_FIRST_UNIT and MESSAGE_SECOND_UNIT macros that we have. Unless we invent some spell by Elyssa that allows the Mudcrawler to speak normally, or something else.
- Due to some changes (Troll Shaman line, for example) this release is INCOMPATIBLE with former releases. PLEASE DO NOT UPDATE if you're playing the campaign, unless you want to restart or use hack start. And please report any bug that you find.
Do you think that it will be a good fix to add a bridge that connects the island with the temple? Or stealing the whip shouldn't lead to a defeat?shadowblack wrote:3) “Eh? That temple also counts as human territory? Crap!”
Also, this remembers me one thing: once there was the possibility to fight against the Humans, that Eros asked to remove. Eros, do you think that the scenario works well this way, so I can finish removing the old Status 3 code (where Humans were enemies)?
Thanks Anonymissimus, you're helpful as usual. The problem is somewhere else and I'll investigate.Anonymissimus wrote:There isn't, I use role regularly to filter for "groups" of units that can't be caught easily via side, type etc. It's supposed to work however.
No problem.Anonymissimus wrote:I follow the thread only very losely and just spotted that question, sorry...

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)
Thanks for the warning (good thing I looked here before checking for updates). Since I have almost finished Defense (B5, I think) I'll use the old version (2.9?) until I finish the campaign. Should I continue to post my feedback, like I did until now, or have there been any changes in the remaining scenarios that would make such feedback not as helpful due to me playing a different version?Elvish_Hunter wrote:- Due to some changes (Troll Shaman line, for example) this release is INCOMPATIBLE with former releases. PLEASE DO NOT UPDATE if you're playing the campaign, unless you want to restart or use hack start. And please report any bug that you find.
Do you think that it will be a good fix to add a bridge that connects the island with the temple? Or stealing the whip shouldn't lead to a defeat?shadowblack wrote:3) “Eh? That temple also counts as human territory? Crap!”
As for the temple: I forgot to mention this before, but a few persistent labels that mark the borders of the city (such as "western bridge", "temple of x", etc.) would be very helpful. A bridge is also a good idea.
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Re: The Sojournings of Grog (1.8)
Apart from rebalancing of Young Gryphons and Cactoses, there wasn't much change in latest scenarios. So please continue to post feedbacks! If you want, I'll add you to credits for feedback and playtestingshadowblack wrote:Should I continue to post my feedback, like I did until now, or have there been any changes in the remaining scenarios that would make such feedback not as helpful due to me playing a different version?

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)
That would be nice, thanks!Elvish_Hunter wrote:Apart from rebalancing of Young Gryphons and Cactoses, there wasn't much change in latest scenarios. So please continue to post feedbacks! If you want, I'll add you to credits for feedback and playtestingshadowblack wrote:Should I continue to post my feedback, like I did until now, or have there been any changes in the remaining scenarios that would make such feedback not as helpful due to me playing a different version?

Scenario 11:
Spoiler:
Spoiler:
I sincerely hope this scenario was changed in the new version, because the way it is in 2.9.1 it is the worst scenario I have seen – and I’m not talking about this campaign alone.
Spoiler:
Spoiler:
Spoiler:
You are a Dark Adept: You immerse yourself in the dark arts... potentially with great rewards...
Re: The Sojournings of Grog (1.8)
OK. I have added updated version of A2-1 (I got the roles to work. A simple WML error thats all). Apart from adding something to the lava section(which I'll do when I've time) Its pretty near ready to roll.
Have created a new A2-2 as well. I'ts very simple and works well (IMHO). I'm sorry Daravel but i had to change the dialog to fit the (slightly) modified story line.
Some thoughts on the white troll:
Description: "This albino troll was cast out of his tribe. Wandering lonely in the tunnels around his home he has learnt many <i>unusual</i> skills".
He could have the normal fist attack (Fist: 3-3)
but he could throw mud as a magical ranged attack (Mud Storm: 3-5 swarm).
he could advance with following amalas
improve melee attack * 3: damage += 1
improve ranged attack * 2: damage += 1
improve ranged attack * 5: number += 1
?poison vapour attack * 1: earns a magical poisonous attack (Poisonous Vapour: 6-1)
?feeding * 1: earns the ability to feed like a ghoul. You could give option for having either this or poison vapour.
?deflects * 1: +20% defense to all melee attacks.
@Everyone
the problem with the roles wasn't labeling multiple units but the following
I had
I am stupid!
@ShadowBlack/Everyone
About C1,2. I didn't write either of these (I like the zurg version of C1 (thumbs up E_H)). Elvish wrote C1 about a week after telling me he knew no WML so thumbs up to him for learning so fast.
maybe with all the due permissions I could have a go at redoing the C1-Jaash branch and refine the dialog in C2.
@Elvish
I dont cease to be impressed by your english as you're not an english speaker.
Have created a new A2-2 as well. I'ts very simple and works well (IMHO). I'm sorry Daravel but i had to change the dialog to fit the (slightly) modified story line.
Some thoughts on the white troll:
Description: "This albino troll was cast out of his tribe. Wandering lonely in the tunnels around his home he has learnt many <i>unusual</i> skills".
He could have the normal fist attack (Fist: 3-3)
but he could throw mud as a magical ranged attack (Mud Storm: 3-5 swarm).
he could advance with following amalas
improve melee attack * 3: damage += 1
improve ranged attack * 2: damage += 1
improve ranged attack * 5: number += 1
?poison vapour attack * 1: earns a magical poisonous attack (Poisonous Vapour: 6-1)
?feeding * 1: earns the ability to feed like a ghoul. You could give option for having either this or poison vapour.
?deflects * 1: +20% defense to all melee attacks.
Never ever heard anyone say (4) before! (1) I agree with. (2) maybe add the space for easy only. (3) hmmm, It has to be human territory for game reasons but maybe a note when you get there would help. something like.ShadowBlack wrote: 1) “What? The orcs can recruit level 3s?”
2) “My allies have so few recruiting spaces? Well, at least they can recruit some level 2s…”
3) “Eh? That temple also counts as human territory? Crap!”
4) “Those drakes sure are lucky!”
Spoiler:
use a macro like in utbs for the dust devil that has another unit do all the speaking for the mudcrawler.Elvish_Hunter wrote:- The Mudcrawler still needs right dialogue in almost all scenarios, and this means also modifying the MESSAGE_FIRST_UNIT and MESSAGE_SECOND_UNIT macros that we have. Unless we invent some spell by Elyssa that allows the Mudcrawler to speak normally, or something else.
Its so long ago that i can hardly remember. If its not used in game remove it.Elvish_Hunter wrote:Also, this remembers me one thing: once there was the possibility to fight against the Humans, that Eros asked to remove. Eros, do you think that the scenario works well this way, so I can finish removing the old Status 3 code (where Humans were enemies)?
@Everyone
the problem with the roles wasn't labeling multiple units but the following
Code: Select all
#code to set up the role goes here
[message]
role=rolename
message=_"hhhhhhhhh"
[/message]
Code: Select all
#code to set up the role goes here
[message]
speaker=rolename
message=_"hhhhhhhhh"
[/message]
Once again I agree. (only on easy though)ShadowBlack wrote:Start the scenario as night is approaching (1 or at most 2 turns until Long Dark), giving the trolls a bit of an advantage over the woses. Also see comments below
no.ShadowBlack wrote:After finishing the campaign I upgraded to version 2.10. Then I looked at the code for this scenario and noticed something odd:
victory_when_enemies_defeated=no
A few lines later:
victory_when_enemies_defeated=yes
Is the first line needed for anything?
@ShadowBlack/Everyone
About C1,2. I didn't write either of these (I like the zurg version of C1 (thumbs up E_H)). Elvish wrote C1 about a week after telling me he knew no WML so thumbs up to him for learning so fast.

@Elvish
I dont cease to be impressed by your english as you're not an english speaker.

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"Genius is 10% inspiration and 90% perspiration" (Thomas Edison) Which is why I smell so bad!
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Re: The Sojournings of Grog (1.8)
You know, that was one of the first scenarios that I made, and I never received any feedback about it, so I had no way to improve it.shadowblack wrote:No Fly Zone (Scenario 13):
I sincerely hope this scenario was changed in the new version, because the way it is in 2.9.1 it is the worst scenario I have seen – and I’m not talking about this campaign alone.

If my memory doesn't fool me again, those Drakes were Marz's ideashadowblack wrote:Good, but where were those drakes coming from and why were they chasing me?

As I said, I haven't any way to improve it. Until now, with your help.shadowblack wrote:I’ll wait to see what the scenario is like in 2.10 before making any suggestions

Obviously, I made the C2 several months later after C1. And you noticed the improvementshadowblack wrote:7 – surprisingly challenging

Usually people complain about Drakes because they're easy to hit...Eros wrote:ShadowBlack wrote:
1) “What? The orcs can recruit level 3s?”
2) “My allies have so few recruiting spaces? Well, at least they can recruit some level 2s…”
3) “Eh? That temple also counts as human territory? Crap!”
4) “Those drakes sure are lucky!”
Never ever heard anyone say (4) before! (1) I agree with. (2) maybe add the space for easy only. (3) hmmm, It has to be human territory for game reasons but maybe a note when you get there would help. something like.
I'll take a look at that macro, thanks.Eros wrote:use a macro like in utbs for the dust devil that has another unit do all the speaking for the mudcrawler.
I'll do it.Eros wrote:Its so long ago that i can hardly remember. If its not used in game remove it.
So, apparently both C1-Zurg and C2 were good scenarios. I appreciate itEros wrote:@ShadowBlack/Everyone
About C1,2. I didn't write either of these (I like the zurg version of C1 (thumbs up E_H)). Elvish wrote C1 about a week after telling me he knew no WML so thumbs up to him for learning so fast.maybe with all the due permissions I could have a go at redoing the C1-Jaash branch and refine the dialog in C2.

1) The map: is it fine as is, or it needs changing? If yes, any ideas about how to improve it? (If you're asking why there are so many villages in a desert, relax: I removed all of them and replaced with oasi, that heal +8 anyway, a thing that I didn't knew at the time, and added a yellow note about this at the start. Pango markup is so powerful...)
2) Cactose: too much or too few?
3) Drakes: nevermind, they'll be removed

4) Mermen: at the time, I wasn't able to control the AI. Now, at least I can use the 1.6 syntax (1.8 syntax is still giving me serious headaches

5) Gryphons: too much or too few? With the new balancing, they may be too few.
6) Any other suggestion to improve it?
Ah, and about C2 dialogues: yes, you can fix them, and maybe suggest a more sane title. It kept the work-in-progress title, only because I never had any better idea.
It's because in everything that I do I try to give my best. And continuing to follow this forum I can only improve my English!Eros wrote:@Elvish
I dont cease to be impressed by your english as you're not an english speaker.
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)
Never ever heard anyone say (4) before!
Well, there’s a first time for everything… I guess they finally got lucky when I was playing. Or maybe it has something to do with the fact that (in both B4 and B5) they recruited quite a lot of those level 2s that have 50% def on most terrain, even over water (compared to the 20% of most drakes)Usually people complain about Drakes because they're easy to hit...
About C1-Jaash: From looking at the code ti seems it is about the same in 2.10 as it was in 2.9.1, so how about the following changes:
1) On EASY only increase the starting gold of my ally
2) On ALL difficulties force my ally’s units to avoid the land and stay in the water, where they have 60% def. He starts with just 100 gold and spends it all recruiting those six units on first turn. Without any villages he can’t recruit any additional units, so his initial recruits need to survive for as long as possible
3) Optional changes – increase my ally’s income and/or add some sea villages near his keep
As for the drakes: A justification for there presence could be that the dragon sent them to stop Jaash from reaching the elves (so that there will be no one to help Grog in the final battle). So no need to completely remove them, but reduce their numbers (except on HARD), and also:
- on EASY they start arriving on turn 4
- on NORMAL they start arriving on turn 3
- on HARD they start arriving on turn 2
And make sure there's a proper warning when they first arrive. Maybe they say something?
Then when the drakes failed the dragon sent those sea monsters to intercept the elves before they could land.
Griffons (in addition to Jaash):
- on EASY – 4 level 2 Griffons
- on NORMAL – 3 level 2 Griffons
- on HARD – 2 level 2 Griffons
As for the number of Young Griffons – can’t comment yet. Anyone have a “start of scenario” save?
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Re: The Sojournings of Grog (1.8)
Thanks for your suggestions, shadowblack. I'll do these changes and playtest it.
This is a combined sighted+moveto+[filter_vision]+NEAREST_UNIT event. It is supposed to be fired when you see the Sea Serpent, or it moves in your sighting area. It wasn't much evident because, until now, the Serpent didn't had any message, so I just added one. Thanks for pointing this!shadowblack wrote:P.S.: At one point my Desert Star said "Get me out of here!" (or something like that), but I couldn't understand why, as she was in no danger at the time. When is that line supposed to trigger?
Maybe it's just a bit short as description? What about adding something (like I did in the first version of the description) about how much rare are albino Trolls? In fact, this is the only campaign that uses it...Eros wrote:Description: "This albino troll was cast out of his tribe. Wandering lonely in the tunnels around his home he has learnt many <i>unusual</i> skills".
Eros wrote:He could have the normal fist attack (Fist: 3-3)
but he could throw mud as a magical ranged attack (Mud Storm: 3-5 swarm).
IMHO, swarm special isn't a good idea, as well as feeding. The first one can make this unit quickly useless: don't forget that both the Dust Devil and the Cuttle Fish (that have swarm) have high movement, so can easily flee and heal. Trolls have regeneration, sure, but they can't flee with the same speed. And about feeding, I can't imagine a Troll eating all his enemies like a Ghast. Just my opinions. About the other stats, they seem interesting (but from where he got the poisonous vapours?). Still, an arcane attack may be useful, considering that Trolls already have a lot of impact and don't have arcane at all. Maybe not as it was in the first version (that was faerie fire), but still... Of course, this is open for suggestions and discussion.Eros wrote:?feeding * 1: earns the ability to feed like a ghoul. You could give option for having either this or poison vapour.
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, Long post alert.
I have posted updates to C1(both branches) and C2. You dont have to include them if you dont want too.
About the white troll. Whatever you want. I was thinking that he could hide in dirt terrain and caves. Would that be as good as fleeing?
The drakes in C1 was planned coz: you are running across a field full of cactoses being chased by drakes. You use the cactoses to stop the (faster) drakes from catching up with you.
@E_H sorry about not giving you feedback.
I have posted updates to C1(both branches) and C2. You dont have to include them if you dont want too.
Notes:
The drakes in C1 was planned coz: you are running across a field full of cactoses being chased by drakes. You use the cactoses to stop the (faster) drakes from catching up with you.
@E_H sorry about not giving you feedback.
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"Genius is 10% inspiration and 90% perspiration" (Thomas Edison) Which is why I smell so bad!
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Re: The Sojournings of Grog (1.8)
Just a couple of notes:
1) The naga boss in B7 can (and sometimes does) recruit Naga Assassins
2)
1) The naga boss in B7 can (and sometimes does) recruit Naga Assassins
2)
That doesn't seem like a very good idea. With no way to heal too much will depend on luck (especially since cactoses have a ranged slowing attack and griffons are helpless against it)# removed the oasii heal. instead you have to conserve your units health.
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Re: The Sojournings of Grog (1.8)
There are villages now. (I forgot to change the notes).ShadowBlack wrote:Just a couple of notes:
1) The naga boss in B7 can (and sometimes does) recruit Naga Assassins
2)That doesn't seem like a very good idea. With no way to heal too much will depend on luck (especially since cactoses have a ranged slowing attack and griffons are helpless against it)Eros wrote:# removed the oasii heal. instead you have to conserve your units health.
Both branches of C1 dont stand alone as I didnt setup the esanoo code for standalone. however you should be able to get an idea.
"Genius is 10% inspiration and 90% perspiration" (Thomas Edison) Which is why I smell so bad!
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Re: The Sojournings of Grog (1.8)
Thanks!Eros wrote:As far as coding goes I have had to change very little. What was there was excellent.

That will make the scenario MUCH more complicated! This applies also to C1-Zurg. I'm not sure about this.Eros wrote:removed the oasii heal. instead you have to conserve your units health.
Thanks againEros wrote:I have never actually looked at the code for this scenario before. I like it. Well done E_H

That was an "hack" made by Mich. Maybe I can do it by using the NAMED_GENERIC_UNIT macro and giving to the other ships a 2-hex attack range (Kaleh kept for his ship the most powerful ballista).Eros wrote:TODO: have only one ship or have them all with multi-hex attacks
Not much, because in the first version of the campaign you planned to have a C part made with 2 or 3 scenarios.Eros wrote:I wouldnt complain if we dropped this scenario. (use the multihex in A0 instead maybe). I think two scenarios away from the main point is a lot.
I can add back the multihex bit in A0 (it's just a macro). Who is going to stop them? Hmmm... what about A LOT of marine monsters?Eros wrote:IMHO, this scenario should be dropped. The fun bit is in the multihex attack and we could have that in A0. In all real;ity who is going to stop the quenoth elves?

Yes. The fact was that I accidentally inverted the two things, so the Bats had less gold if there were Gryphons, and more gold if Gryphons were missing!Eros wrote:changelog wrote:
* A7: fixed a bug that gived the Bats less gold if the player has Gryphons.
This wasn't a bug. It made the scenario playable if you had no gryphons.
That was to backport the amazing new sprites! As I said before, these will be removed for 1.9/1.10, but for now they'll remain here.Eros wrote:The drake variations are still in the units folder. (and the associated images)
Nice.Eros wrote:how about an extra upgrade for mudcrawler: "hides" making him invisible on dirt terrains.
Bear in mind that this L4 is not so powerful. Compare it to the Great Mage...Eros wrote:Huge volte face coming: maybe we could remove the gold mage for kiss reasons. haveing a level 4 teleport is to amazing. Sorry. Up to you as always.
And there is one, fully animated, in Era of Myths, for the Level 0 (Fire Wisp, if I remember correctly).Eros wrote:Why is there a spider lich in units. We dont use it do we?
[*}we should, IMHO, drop the old lava monster due to it only having one frame. The utbs one makes up for the lack of it.
OK. My to-do list is becoming kilometric...Eros wrote:#
this makes no sense as Nym isnt around. Also as this is a defeat condition so they cant go on without him.
# add a macro to TSoG-deaths.cfg that the first time in the campaign you recruit a ogre it tells you that it upgrades to level 3
# ditto for young gryphon telling them that it upgrades to a Gryphon
Maybe yes. About the new sprites for it, I'm recolouring a mainline Shaman. Are you interested?Eros wrote:About the white troll. Whatever you want. I was thinking that he could hide in dirt terrain and caves. Would that be as good as fleeing?
Don't worry, I remember that you had terrific computer problems at the time...Eros wrote:@E_H sorry about not giving you feedback.
It used to have villages, but simply was nonsensed to have much villages in a desert... Maybe just put only A FEW villages and keep the remaining oasis.Eros wrote:There are villages now. (I forgot to change the notes).
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)
Fantastic campaign. One of the most engaging.
A note regarding "The North Gate". There is a but in the triggers for exiting via the signpost. There are two moveto events, one for each of Grog and Ellysia. Both check to see if the other is within radius 1, both are 'first time only'. This works fine if Grog reaches the post and then Ellysia reaches the post and also if Ellysia reaches the post and then Grog reaches the post. It does *not* work if one of them reaches the post then returns to combat, the other reaches the post and then the first hero again returns to the post. Because they are both 'first time only' there are only two chances for them both to be there.
The other problem with that scenario, one of balance, is that the dwarves are just a source of free experience *forever*. There is no turn limit and abundant gold. The runecrafter cannot be killed and just keeps producing L2s forever. If you have already defeated the orcs the responsible leader will naturally train all the troops on his recall list to L3 and train at least three full keeps of L2 Griffon assassains before departing. (A time limit from when the dwarves alive to when you must leave seems appropriate. Either that or more dwarves arrive and start spamming berzerkers.)
A note regarding "The North Gate". There is a but in the triggers for exiting via the signpost. There are two moveto events, one for each of Grog and Ellysia. Both check to see if the other is within radius 1, both are 'first time only'. This works fine if Grog reaches the post and then Ellysia reaches the post and also if Ellysia reaches the post and then Grog reaches the post. It does *not* work if one of them reaches the post then returns to combat, the other reaches the post and then the first hero again returns to the post. Because they are both 'first time only' there are only two chances for them both to be there.
The other problem with that scenario, one of balance, is that the dwarves are just a source of free experience *forever*. There is no turn limit and abundant gold. The runecrafter cannot be killed and just keeps producing L2s forever. If you have already defeated the orcs the responsible leader will naturally train all the troops on his recall list to L3 and train at least three full keeps of L2 Griffon assassains before departing. (A time limit from when the dwarves alive to when you must leave seems appropriate. Either that or more dwarves arrive and start spamming berzerkers.)