Sir Galvin Scenario Development

Discussion and development of scenarios and campaigns for the game.

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Sir_Jaques
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Sir Galvin Scenario Development

Post by Sir_Jaques »

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:
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.
My Campaigns: Sir Galvin
My MP Scenarios: Heroic Last Stand
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powershot
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Re: Sir Galvin Scenario Development

Post by powershot »

Looks interesting, maybe I'll try it. Would you suggest it :?:
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perseo
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Re: Sir Galvin Scenario Development

Post by perseo »

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
Ceres
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Re: Sir Galvin Scenario Development

Post by Ceres »

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 :augh: )
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Sir_Jaques
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Re: Sir Galvin Scenario Development

Post by Sir_Jaques »

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.
My Campaigns: Sir Galvin
My MP Scenarios: Heroic Last Stand
Konrad2
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Re: Sir Galvin Scenario Development

Post by Konrad2 »

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?!

------

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
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.
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Sir_Jaques
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Re: Sir Galvin Scenario Development

Post by Sir_Jaques »

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.)
My Campaigns: Sir Galvin
My MP Scenarios: Heroic Last Stand
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Sir_Jaques
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Re: Sir Galvin Scenario Development

Post by Sir_Jaques »

Version 0.3.3 just went to the servers. Below is a (non-exhaustive) list of changes
Change List:
My Campaigns: Sir Galvin
My MP Scenarios: Heroic Last Stand
Konrad2
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Re: Sir Galvin Scenario Development

Post by Konrad2 »

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 :-(
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Sir_Jaques
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Re: Sir Galvin Scenario Development

Post by Sir_Jaques »

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.
My Campaigns: Sir Galvin
My MP Scenarios: Heroic Last Stand
Konrad2
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Re: Sir Galvin Scenario Development

Post by Konrad2 »

0.3.3 isnt on server yet
just 0.3.2
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Sir_Jaques
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Re: Sir Galvin Scenario Development

Post by Sir_Jaques »

Strange. I'm sure I did upload it. Anyway, it's there now.
My Campaigns: Sir Galvin
My MP Scenarios: Heroic Last Stand
Konrad2
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Re: Sir Galvin Scenario Development

Post by Konrad2 »

thx have i to play from beginning or can i play from end of third scenario?
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Re: Sir Galvin Scenario Development

Post by Konrad2 »

that settings are really better
thx again
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Sir_Jaques
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Re: Sir Galvin Scenario Development

Post by Sir_Jaques »

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)
My Campaigns: Sir Galvin
My MP Scenarios: Heroic Last Stand
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