1.16 Campaign: A Rough Life - version 1.2.9
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- Elvish_Hunter
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Re: 1.6 Campaign: A Rough Life - version 1.0.99
Thanks Gwynnedrion for playing!Gwynnedrion wrote:@Elvish: first of all, thanks for putting it up.
And thanks Feufochmar for answering so quickly! To be more precise:Feufochmar wrote:@Gwynnedrion : For the solution :
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)
- Elvish_Hunter
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Re: 1.6 Campaign: A Rough Life - version 1.0.99
Version 1.1.2 of ARL is on the 1.8 server. This time the main change is the updated music playlist. Also, some wmllint fixes (modified {SPECIAL_NOTES_HEALS} to {SPECIAL_NOTES_CURES} for Elven Queen unit, added teleporter movetype for Invisible Leader unit, copied [movement_anim] from TSoG for Dragon Lord unit).
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)
- Elvish_Hunter
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- Joined: September 4th, 2009, 2:39 pm
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Re: 1.6 Campaign: A Rough Life - version 1.0.99
Version 1.1.3 is on the 1.8 server. This release features the Italian translation, courtesy by mich. I think that this will be the final release for 1.8, because soon I'll move to the 1.9 series.
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: 1.6 Campaign: A Rough Life - version 1.0.99
Hi!
I'm having problems in completing the Shadowlands scenario in this campaign. Once I defeat both enemy leaders the dwarf does not appear again to help me get in the temple (I'm assuming that he helps us get past the wall surrounding it.), thus I am stuck at his point.
Do you have a solution to this problem??
Thanks!
PS : Sorry if I posted this in the wrong thread!
I'm having problems in completing the Shadowlands scenario in this campaign. Once I defeat both enemy leaders the dwarf does not appear again to help me get in the temple (I'm assuming that he helps us get past the wall surrounding it.), thus I am stuck at his point.
Do you have a solution to this problem??
Thanks!
PS : Sorry if I posted this in the wrong thread!
- Elvish_Hunter
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Re: 1.6 Campaign: A Rough Life - version 1.0.99
Hint: it is not the Dwarf that will help you.Pranav wrote:Once I defeat both enemy leaders the dwarf does not appear again
Another hint:
Solution, if you're still stuck:
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)
- Elvish_Hunter
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- Joined: September 4th, 2009, 2:39 pm
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Re: 1.6 Campaign: A Rough Life - version 1.0.99
Version 1.1.3 of A Rough Life is on the 1.9 server. This means that the version for Wesnoth 1.8 is now unsupported.
The campaign is meant to work on 1.9.10 and above. These are all the things that I did to update it:If you find any bug, please report it, as usual.
The campaign is meant to work on 1.9.10 and above. These are all the things that I did to update it:
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)
- Elvish_Hunter
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- Joined: September 4th, 2009, 2:39 pm
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Re: 1.6 Campaign: A Rough Life - version 1.0.99
Evander wrote:Downloaded it today for BfW 1.9.9
Elvish_Hunter wrote:The campaign is meant to work on 1.9.10 and above.

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)
- Elvish_Hunter
- Posts: 1600
- Joined: September 4th, 2009, 2:39 pm
- Location: Lintanir Forest...
Re: 1.6 Campaign: A Rough Life - version 1.0.99
Version 1.1.5 is on the 1.9/1.10 server. This fixes a bug in the Shadowlands scenario, as reported by Rowanthepreacher in the feedback thread. Version 1.1.4 does not exist, because I accidentally used 1.1.3 twice in past. 

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: 1.6 Campaign: A Rough Life - version 1.0.99
I just finished playing through this campaign and I like it. It has a very interesting story that twist all over the place and I particularly like that there are different endings that are not just minor variations of the same theme. My main "complaint" (not really a complaint) is that, for the most part, it was very easy. The first scenario is a bit tricky, as are a couple other ones (not the big ones), but I could just walk through the rest without having to think much and often without losing a single unit. But then, I played on Medium, not Hard, so it's my own fault.
I played version 1.1.5 on BfW 1.10.0
I have no major comments, so here's just a bunch of little nitpicky stuff. Feel free to ignore it all. As there are spoilers sprinkled throughout, I put the whole thing in spoiler tags
I apologize if this sounds negative, it's not meant that way. As I said, I quite like it overall, so I tought I should point out the bits that I didn't like so much. Obviously, all of this is very subjective, so just ignore it all. 

I have no major comments, so here's just a bunch of little nitpicky stuff. Feel free to ignore it all. As there are spoilers sprinkled throughout, I put the whole thing in spoiler tags
Spoiler:

SP campaigns: Galuldur's First Journey (1.12 & 1.14) & Grnk the Mighty (1.10 & 1.12)
AI experiments: Micro AIs (wiki, forum thread, known/fixed bugs), Fred, AI-demos add-on
AI experiments: Micro AIs (wiki, forum thread, known/fixed bugs), Fred, AI-demos add-on
- Elvish_Hunter
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Re: 1.6 Campaign: A Rough Life - version 1.0.99
OK, I'll weaken her.mattsc wrote:For my taste Kyoko has too many AMLA upgrades and becomes way too strong. At the end, I put her on the front line against troll heroes and hardly even had to rotate her to the back
This is the first of several question that I had; but being unable to contact Jacques_Fol, I remained with the same question mark, that is "Was it a deliberated choice, or he just wasn't too good with WML?" Anyway, that can be easily fixed, and in the next scenario the gold can be raised.mattsc wrote:Why is there any gold income for Jacques in the first few scenarios while he's a prisoner?
In that case, I think that it was deliberate; King Bombasan did not expected at all Ruphulus summoning monsters, so his guards fight to keep him safe.mattsc wrote:I think this would be more interesting if you couldn't just hide behind the guards of the AI. Why not make the AI side be passive? It would make sense from a story point also, if this is supposed to be a test for Jacques et al.
Heh... on Hard, you get only one Wose!mattsc wrote:Again, I did not think it was necessary to get additional help here. With the addition of the woses (very effective in stomping on trolls!)
Again, deliberated choice or what else? I will fix both issues, especially the HP one that can be fixed also with two new unit lines.mattsc wrote:I don't really see the point of having the two enemy leaders have 150 hitpoints. They don't fight back and they don't have a ranged attack, so you just put a bunch of units around them and slowly kill them off with ranged weapons. However, if you keep it that way, I'd like to see max_hitpoints set to 150 also.
I don't think that two sides are really necessary. I suppose that I can safely remove one.mattsc wrote:In the 'Current Status' window, there are 2 sides for Ruphulus, and one for Popper (after he is killed). If you need them for coding reasons, could they be hidden in the menu?
Once that you got them, they're your units.mattsc wrote:Are you supposed to be able to recall the woses here?

I think that the way you played it was exactly the original idea.mattsc wrote:I believe that this is supposed to be one of those mid-campaign scenarios where you lose a lot of your troops for balancing reasons? If so, there's a way to play this that probably wasn't intended. I only hired a couple more units, and then retreated to the center of the map inside the impassable mountains. Holding the bottlenecks with strong units backed up by a couple healers was no problem at all, without losing a single unit.
Good point, I'll fix it.mattsc wrote:The dwarf king says "we thought we heard a human voice." Technically, that's correct because Jacques is human, but why would a dwarf say that? How about simply "we thought we heard voices"?
That's not really necessary, but can you send me the savegames, so I can repair it quicker?mattsc wrote:At the signpost in the south-west, I had one of the skeletons appear inside the cave wall. (The same happened previously with a couple units in Long Night.)
Again, I think that Jacques_Fol's intention was this one; I can try making the map smaller, or adding more cave path.mattsc wrote:No need to justify why you want it this way, just telling you my impression.
That's not supposed to happen. Thank you for the report. By the way, I tried to pickpocket a Swamp Lurker in Grnk just for the sake of it...mattsc wrote:If you play it the non-battle way, the story doesn't work out if you have Jacques and Kyoko on low terrain and getting killed. It still says "Jacques, Kyoko and the others watching ..." after they died -- and then you are defeated. (Yes, I know, there's ample warning that you shouldn't do that, I just tried it to see what would happen.)

Not by me, sorry. But if everyone else wants to try making one, he/she'll be my guest.mattsc wrote:There's an obvious setup for a follow-up campaign at the end, so is there going to be one???

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: 1.6 Campaign: A Rough Life - version 1.0.99
It happens when you have a unit (or units) on the locations where you try to spawn the new enemy. If the closest available hex is impassable, the unit will still be put there. I don't have the savegames any more, so I created an artificial situation (attached). Move the goblin to the signpost. With the wolves where they are, all the skeletons appear in the cave walls.Elvish_Hunter wrote:That's not really necessary, but can you send me the savegames, so I can repair it quicker?mattsc wrote:At the signpost in the south-west, I had one of the skeletons appear inside the cave wall. (The same happened previously with a couple units in Long Night.)
In "Long Night", it's the Soulless you spawn at 11,9. I had units on that hex on each turn a new wave of enemies came in.
I'm glad I told you off for that then.Elvish_Hunter wrote:By the way, I tried to pickpocket a Swamp Lurker in Grnk just for the sake of it...


Btw, I found another little issue with the Jabb AI code (besides him not moving at all when an enemy is on his next waypoint). If he cannot make it to his next waypoint on a move, because he needs to move around an enemy along the way, and you then save/reload the game, he will go back to the first (well, second, really) waypoint no matter where he is in on his patrol route because the content of the variable 'next_step' gets lost. Neither of this is very likely to happen in ARL, so maybe it's not worth the effort to fix it. (Actually, I am going to fix it in my Patrols scenario, because one meticulous tester found it right away(!), so you can copy it back when I am done.)
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SP campaigns: Galuldur's First Journey (1.12 & 1.14) & Grnk the Mighty (1.10 & 1.12)
AI experiments: Micro AIs (wiki, forum thread, known/fixed bugs), Fred, AI-demos add-on
AI experiments: Micro AIs (wiki, forum thread, known/fixed bugs), Fred, AI-demos add-on
- Elvish_Hunter
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- Joined: September 4th, 2009, 2:39 pm
- Location: Lintanir Forest...
Re: 1.6 Campaign: A Rough Life - version 1.0.99
Version 1.1.6 of A Rough Life is on the 1.10 add-ons server. This release fixes almost all of the things reported by mattsc - thank you again
.
This is what I changed:

This is what I changed:
- Led Astray: fixed waypoints being resetted upon saveload
- Captivity: removed one unuseful side
- More Hard Labour: enemy leaders have max_hp to 150
- More Hard Labour: enemy leaders no longer have passive_leader
- More Hard Labour: Hatrox can recruit Young Gryphons
- Confronting the Traitor: remove two unuseful sides
- The Long Night of Shadows: added placement=map_passable by using a macro to all spawned units
- Tears in Hell: removed "human voice" and replaced with "voices"
- The Day of Reckoning: added placement=map_passable to four units
- The Day of Reckoning: added cave path
- Quenching the Thirst: fixed message about Kyoko or Jacques seeing the dam when they're drowning!
- Changed Jacques' movetype to smallfoot and Kyoko's movetype to woodland - both with modifications.
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: 1.6 Campaign: A Rough Life - version 1.0.99
Hi. I like this campaign.
< #textdomain=A_Rough_Life > is missing from the first scenario file and prevents the text from displaying in BfW version 1.10.x. I don’t know what else has to be done to bring the campaign up to porting standards, but I am able to play through without encountering other serious bugs. Are there plans to port? Is anyone working on this?
I like the mix of units and the story gives sufficient rationale for it. It is a real strength of the campaign. Sticking with a single faction would make the campaign more like all others. It needs this distinction to stand out as something a little different, in my opinion. Maybe not everyone’s cuppa.
I like the odd leveling path Jacques takes, and again I think the story gives adequate rationale for it.
The campaign is OK with regard to art but it could be great with more custom art. I’m no artist, so I can’t offer anything there except the observation that previous discussion of art has focused on sprites and portraits. Jacques_Fol did an excellent job of picking portraits and getting the latest art into this campaign, but that was awhile ago. So, yeah, it could use more of that, but I think it would really benefit from custom backgrounds. The introductory sequence in particular.
I enjoyed the maps, but I’m not a good map designer. Maybe they could be improved, but they worked for me. I found them interesting and appropriately challenging, i.e., on easy level they are easy.
I think the plot is great and I have no trouble with: the elvish daughter of a dwarven king, Gronar saving Jacques (an important motivator of Jacques' transformation I think) or augers for recruitment... a few things that have received some crits. But the language and text does not read very well in english, in my opinion. Some of the dialog a very cheesy… in some cases I think the cheesiness adds to the fun, but in others I think it could be toned down. I also found Kyoko's character disappointing and overly stereotyped. The relationship between J & K is pretty thin and cliched, and Kyoko says very little. I would be very happy to work up some rewrites if you are interested.
< #textdomain=A_Rough_Life > is missing from the first scenario file and prevents the text from displaying in BfW version 1.10.x. I don’t know what else has to be done to bring the campaign up to porting standards, but I am able to play through without encountering other serious bugs. Are there plans to port? Is anyone working on this?
I like the mix of units and the story gives sufficient rationale for it. It is a real strength of the campaign. Sticking with a single faction would make the campaign more like all others. It needs this distinction to stand out as something a little different, in my opinion. Maybe not everyone’s cuppa.
I like the odd leveling path Jacques takes, and again I think the story gives adequate rationale for it.
Spoiler:
Spoiler:

I think the plot is great and I have no trouble with: the elvish daughter of a dwarven king, Gronar saving Jacques (an important motivator of Jacques' transformation I think) or augers for recruitment... a few things that have received some crits. But the language and text does not read very well in english, in my opinion. Some of the dialog a very cheesy… in some cases I think the cheesiness adds to the fun, but in others I think it could be toned down. I also found Kyoko's character disappointing and overly stereotyped. The relationship between J & K is pretty thin and cliched, and Kyoko says very little. I would be very happy to work up some rewrites if you are interested.