Sir Galvin Scenario Development
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- Sir_Jaques
- Posts: 9
- Joined: August 14th, 2010, 6:27 pm
- Location: United States
Sir Galvin Scenario Development
This is the forum for the Campaign Sir Galvin that is being developed.
The first version for this is 0.2 and it has just been added to the server. If you find any errors or problems in the campaign, please let me know.
Here is a description:
The first version for this is 0.2 and it has just been added to the server. If you find any errors or problems in the campaign, please let me know.
Here is a description:
When dangers face the land of Wesnoth from every side, the King has only one man to turn to, Sir Galvin. A power hungry noble's throw the King into prison until Sir Galvin helps him escape. Alone, in a world of disorder, the exiles must find some way to prevent the destruction of Wesnoth. Along the way, they discover that many things are not as they seem and that certain events that seem to be coincidence, might not have been so.
Last edited by Sir_Jaques on May 9th, 2011, 2:36 pm, edited 1 time in total.
Re: Sir Galvin Scenario Development
Looks interesting, maybe I'll try it. Would you suggest it
My new account is: Power_Pixel_Wannabe. Yea. Yea.... Why are you still reading this? What the heck m8? You have some kind of problem? Yea. I draw. NO I'M NOT 5 ANYMORE!!! Little brats.
The heck m8? I thought you left... No seriously... go... serious...
ok bye m8. I'm serious.
The heck m8? I thought you left... No seriously... go... serious...
ok bye m8. I'm serious.
Re: Sir Galvin Scenario Development
Only one thing, if you want some players spend time playing a development campaign try to "sell" it. Tell us about it. The story, the characters... I'll play it tomorrow. Greetings for your first try (as I see).
"I was pulling a barrow, when I saw a stalking horse
what a beautiful day!- he said- for visiting a red herring
and getting hoarse."
Working on this campaign: The septentrional tower
what a beautiful day!- he said- for visiting a red herring
and getting hoarse."
Working on this campaign: The septentrional tower
Re: Sir Galvin Scenario Development
Nice work here.
Scrolling to Malifor's room in scenario 1 is a bit short - 20 delay means 0,02 seconds, which isn't noticeable at all. Alternatively you might try highlighting the gohere-icon, as it took some time until I found out where the room I was supposed to go was.
Also it'd be nice you you could shorten the way through the water in scenario 3 a bit. I spent about 40 turns moving three guys through water. The guards won't reach you anyway, and one Spearman can defend the tight tunnel against the guards for 40 turns if you do it right.
Scenario 3, 4 and 5 don't have any Time of Day.
You can't get to scenario 5 because you haven't changed the next_scenario in the previous one (that means I have to play "Across the River" again )
Scrolling to Malifor's room in scenario 1 is a bit short - 20 delay means 0,02 seconds, which isn't noticeable at all. Alternatively you might try highlighting the gohere-icon, as it took some time until I found out where the room I was supposed to go was.
Also it'd be nice you you could shorten the way through the water in scenario 3 a bit. I spent about 40 turns moving three guys through water. The guards won't reach you anyway, and one Spearman can defend the tight tunnel against the guards for 40 turns if you do it right.
Scenario 3, 4 and 5 don't have any Time of Day.
You can't get to scenario 5 because you haven't changed the next_scenario in the previous one (that means I have to play "Across the River" again )
Co-Creator of The Fellowship of the Clay (BfW 1.10) ~~ Maintainer of the German Code of Conduct
How to isolate problematic WML code ~~ WML error messages and their reasons
How to isolate problematic WML code ~~ WML error messages and their reasons
- Sir_Jaques
- Posts: 9
- Joined: August 14th, 2010, 6:27 pm
- Location: United States
Re: Sir Galvin Scenario Development
Thanks for the help. I shortened the map in scenario 3, added time of day and finished 5 (It was unfinished before and that was the reason you could not get to it). if you download 0.3.0 you should be able to get to 5.
Re: Sir Galvin Scenario Development
hello
cos you gave the orcs the double amount of gold and much more income the humans die fast and the orcs are sending troops after you
i am heavily underpressure cos of that troops and MAYBE you could give humans and orcs the same gold?!
so i dont get that much under pressure cos of that orcs?! MAYBE?!
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the orcs are even able to recruit till turn nine in all their castles
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in 5. scenario i cant recruit elves after found the elves and the orcs recruit humans
cos you gave the orcs the double amount of gold and much more income the humans die fast and the orcs are sending troops after you
i am heavily underpressure cos of that troops and MAYBE you could give humans and orcs the same gold?!
so i dont get that much under pressure cos of that orcs?! MAYBE?!
------
the orcs are even able to recruit till turn nine in all their castles
------
in 5. scenario i cant recruit elves after found the elves and the orcs recruit humans
Last edited by Pentarctagon on May 27th, 2011, 6:34 pm, edited 1 time in total.
Reason: Next time use the edit button instead of triple posting.
Reason: Next time use the edit button instead of triple posting.
- Sir_Jaques
- Posts: 9
- Joined: August 14th, 2010, 6:27 pm
- Location: United States
Re: Sir Galvin Scenario Development
The current version of scenario 5 has a couple of rather large errors (as some of you have pointed out). I am almost done overhauling that level. Version 0.3.3 will go to the servers hopefully soon. That version fixes up errors in the last few scenarios including 4, 5 and adds 6. It also has various other minor fixes and improvements. In four, the orcs are meant to overpower the humans. In all the tests that I have run, they defeat the humans around round 13-14. This gives the player enough time to get across the river far enough so as not to be caught by the orcs, unless you wait too long. (Note: I've only tested the normal difficulty so far) (Also Note: these turn numbers for 5 are coming from version 0.3.3 which is not on the servers. 0.3.2 might be different right now. I don't remember where I was at when I posted that version.)
- Sir_Jaques
- Posts: 9
- Joined: August 14th, 2010, 6:27 pm
- Location: United States
Re: Sir Galvin Scenario Development
Version 0.3.3 just went to the servers. Below is a (non-exhaustive) list of changes
Change List:
Re: Sir Galvin Scenario Development
yes humans got defeated in turn 13-14 but the orcs sent a few fighters in turn 6 to Gulo so they were there when i got over the river
it was really close and i had to reload often (normal mod)
maybe you can give the humans in normal 302 income?
dont know how to post here the replay
it was really close and i had to reload often (normal mod)
maybe you can give the humans in normal 302 income?
dont know how to post here the replay
- Sir_Jaques
- Posts: 9
- Joined: August 14th, 2010, 6:27 pm
- Location: United States
Re: Sir Galvin Scenario Development
Were you using 0.3.3? (Just went to servers May 27). In that version, I turned the ai target value against the humans up higher so the orcs don't send units to attack you until after humans are dead for me.
Re: Sir Galvin Scenario Development
0.3.3 isnt on server yet
just 0.3.2
just 0.3.2
- Sir_Jaques
- Posts: 9
- Joined: August 14th, 2010, 6:27 pm
- Location: United States
Re: Sir Galvin Scenario Development
Strange. I'm sure I did upload it. Anyway, it's there now.
Re: Sir Galvin Scenario Development
thx have i to play from beginning or can i play from end of third scenario?
Re: Sir Galvin Scenario Development
that settings are really better
thx again
thx again
- Sir_Jaques
- Posts: 9
- Joined: August 14th, 2010, 6:27 pm
- Location: United States
Re: Sir Galvin Scenario Development
You can play from the end of the third scenario, but some of the changes to Sir Galvin wont work. (His added amla options and his lower experience requirement)