[Historical] Liberty

This is the place for discussing development of mainline campaigns, reporting bugs in them and providing overall feedback.

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scott
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Joined: May 12th, 2004, 12:35 am
Location: San Pedro, CA

Post by scott »

Man that completely flew right over my head. That's a good point.

We might have a 1.9 release soon if I do that, make the label, and add a German translation that was so generously volunteered.
Hope springs eternal.
Wesnoth acronym guide.
js138
Posts: 145
Joined: February 23rd, 2005, 7:45 pm
Location: Cambridge
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Lack of graphic.

Post by js138 »

Just trying this campaign for the first time (downloaded today) and I don't seem to have any graphic for poor old Relnan. 0.8.11 in case that's relevant.
scott
Posts: 5248
Joined: May 12th, 2004, 12:35 am
Location: San Pedro, CA

Post by scott »

Do you mean the unit is invisible?
Where do you have it installed?
I'll try to think of more things that could be causing it.
Hope springs eternal.
Wesnoth acronym guide.
js138
Posts: 145
Joined: February 23rd, 2005, 7:45 pm
Location: Cambridge
Contact:

missing images

Post by js138 »

I have it installed wherever the SuSE rpm puts it :-)

It seems it's not just that image which is missing, but a few more of the L3 unit images too.

I'm also getting:

error display: could not find image for report: 'neutral-fugitive+female.png'
error display: could not open image 'halo/shadow-mage-defend.png'
error display: could not open image 'undead-adept-ranged1.png'
error display: could not find image for report: 'neutral-highwayman.png'

amongst other things.

[experiments]

Hmm. It's not my test campaign I don't think, but I think it might be that restarting wesnoth is the trick, so that it parses the campaign files properly. (I don't think I'd restarted wesnoth since I downloaded it - I have now, and apart from the undead-adept-ranged1.png error, the rest have gone - but somehow I suspect that's not your fault :-) )

Interesting ... feature.

Seems quite easy on easy this one, which is no bad thing. Or maybe I'm just getting better at this game :-)
scott
Posts: 5248
Joined: May 12th, 2004, 12:35 am
Location: San Pedro, CA

Post by scott »

Announcing version 1.9

Minor updates (gameplay not affected):
- Dallben is labeled in scenario 1
- Dallben guardpost added to scenario 2. We now see the goblins' goal in scenario 1 is part of the town seen in scenario 2.
- Removed the moon in scenario 5

Gameplay updates
- Scenario 4 map changed to mirror the new Siege of Elensefar map.
The strategy changes somewhat but as far as I can tell it's still a level challenge on normal difficulty. Let me know what you think.
- Changed recruiting options and lowered gold for the "strong" Lich in scenario 6. Also, hard difficulty gets more turns.
It greatly reduces the number of units he produces, and you get more experience now since he recruits more L1 vs L0. I enjoyed it a lot more and overall it should be easier to win.
- You can now play in German, thanks to Torangan. If anyone else wants to add a translation, let me know. I managed to muddle through the process once, so I can probably do it again.


EDIT: I also switched over to the new usage for L3 outlaws that makes them available to any campaign if it has #define USE_L3_OUTLAWS. Not that this affects anything, but maybe someone wants to see the usage.



Also:
1. I'm soliciting feedback on the "hero shield". Is it helpful? Too obtrusive?
2. Would anyone like to draw concept art of what the fortress of Halstead looks like? Just PM or e-mail me.
Last edited by scott on March 13th, 2005, 12:38 pm, edited 1 time in total.
Hope springs eternal.
Wesnoth acronym guide.
Arne Deprez

Post by Arne Deprez »

If you want that the images in liberty work. You must delete the / on the end of the binary path.

Code: Select all

[binary_path]
path=data/campaigns/Liberty
[/binary_path]
With this change it works.
scott
Posts: 5248
Joined: May 12th, 2004, 12:35 am
Location: San Pedro, CA

Post by scott »

Ok, done. This must just be affecting some picky systems because I think most people can see the images.
Hope springs eternal.
Wesnoth acronym guide.
Monkey
Posts: 391
Joined: February 5th, 2005, 4:37 am
Location: Jungle

Post by Monkey »

scott,
I managed to beat map 1 without losing any unit but the villager still says: "we lost two man last week, more today". You may want to change that because people who absolutly rule (I'm Da Man) in this game don't lose units that easily.
And I can make the brazilian portuguese translation, just tell me what I have to translate and I'll do it. I don't write english very well, but I understand everything in english and I'm a good writer in my own language.
edit: difficulty was normal.
edit2: I say brazilian portuguese because the portuguese from portugal is a bit different. Altought we can understand each other, both languages has a lot of differences.
I'm not a number, I'm a free monkey
scott
Posts: 5248
Joined: May 12th, 2004, 12:35 am
Location: San Pedro, CA

Post by scott »

Hmmm.... let me know if you can beat the last level without losing somebody. If you do, then you'll see why I ask.
Scenario 1 is an easy fix for this, but that one is not so easy to fix.

I'll see about setting up the translation. It may take a while though.
Hope springs eternal.
Wesnoth acronym guide.
Monkey
Posts: 391
Joined: February 5th, 2005, 4:37 am
Location: Jungle

Post by Monkey »

the last one is the one where that mage joins you? I'm on it now.
I'm not a number, I'm a free monkey
Monkey
Posts: 391
Joined: February 5th, 2005, 4:37 am
Location: Jungle

Post by Monkey »

It can't be done, even if you manage not to lose any unit, your ally lose one and the cavalry arrives. Altought that if you not ask him to join you, you may be able to do that.

I had an idea, tell me what you think of it. Because shadow mages try to find the balance between light and shadow to not become liches, they could have both spells. Something like this:

Mage:
24hp 5moves 60xp
staff 5-1 / fire 7-3

Rogue Mage:
30hp 6moves 60xp
sword 5-3 / cold 6-2

Red Mage:
42 hp 5moves 100xp
staff 6-2 / fire 8-4

White Mage:
32hp 5moves 150xp
staff 6-1 / holy 8-4

Shadow Mage:
37hp 6moves 125xp
sword 7-3 / cold 10-2 / holy 10-2

gaving him 1 less hp, 7 lessxp, to even up in the middle between red and white mage, the melee power of an lv 1 spearman, and the magical offense of a lv 1 dark adept.
I'm not a number, I'm a free monkey
scott
Posts: 5248
Joined: May 12th, 2004, 12:35 am
Location: San Pedro, CA

Post by scott »

That's an interesting idea. When you put it in the perspective of L1 melee and L1 ranged it makes sense. I spent a lot of time trying to figure out what stats would allow him to not be too strong but still fit the concept of the FF1 Red mage. I suspect this might make him too strong, and you can compensate with HP up to a point like you did... on the other hand maybe not. What other L1 melee units are there for comparison?


edit: I didn't address the 2 spell idea. I think holy is too far to the one end of the magic spectrum, but another damage type like fire might make more sense. In fact, if he had fire and cold that might be strong enough. The shadow lord has 2 damage types, cold and impact, which is a pretty good combination. Cold together with either fire or impact pretty much take care of almost every unit. Cold and holy would be good because it's not as strong of a combination - most units resist holy but it does take care of undead.
Hope springs eternal.
Wesnoth acronym guide.
js138
Posts: 145
Joined: February 23rd, 2005, 7:45 pm
Location: Cambridge
Contact:

Glory

Post by js138 »

Both times I've started Glory, Harper has been on my recall list. This probably isn't meant to be the case :-)

I'm finding medium generally easier than easy because I have more xp on my core of units...

It does seem to take a lot to upgrade a trapper - and by the time I did so there was no swamp upcoming, so only one upgrade seemed to make sense. Might be worth creating some Huntsman-friendly terrain in Glory - that which there is in The Hunters is also somewhat out of the way. Just a thought.
scott
Posts: 5248
Joined: May 12th, 2004, 12:35 am
Location: San Pedro, CA

Re: Glory

Post by scott »

js138 wrote:Both times I've started Glory, Harper has been on my recall list. This probably isn't meant to be the case :-)

I'm finding medium generally easier than easy because I have more xp on my core of units...

It does seem to take a lot to upgrade a trapper - and by the time I did so there was no swamp upcoming, so only one upgrade seemed to make sense. Might be worth creating some Huntsman-friendly terrain in Glory - that which there is in The Hunters is also somewhat out of the way. Just a thought.
Man, you have some of the weirdest problems! Well... could you take a look inside the WML for liberty8.cfg and look for the following:

Code: Select all

[event]
name=start

< some other stuff >

		[recall]
		description=Harper
		[/recall]
- which version are you using?
- which language are you using?
- when you recall him, does he have a blue shield?
- you don't have multiple copies of the campaign anywhere, do you?
- maybe you could also send me your saved game AND scenario .cfg file.

As for the huntsman, I can't change the terrain of wesnoth - it is what it is :D Should I go out there with a shovel and swamp it up a little? Just kidding. I found recently I have been getting Rangers instead of Huntsmen because of their mobility in forest, so you're right about huntsmen not being too useful outside of scenarios 3 and 6. However, you are supposed to be traveling onto a great open grassy plain and I think adding swamp doesn't fit with the feel of these levels.

There are a number of units that you do not have a chance to play with much, but the Trapper has the lowest XP ( 98 ) out of any of the special L2 units. I would like to have given players the chance to test out the rogue mage line more, but I think other campaigns might help out in this regard.
Last edited by scott on March 21st, 2005, 6:26 pm, edited 1 time in total.
Hope springs eternal.
Wesnoth acronym guide.
Monkey
Posts: 391
Joined: February 5th, 2005, 4:37 am
Location: Jungle

Post by Monkey »

Rangers rule, 1 movement on hills and forests, and marksman.
I'm not a number, I'm a free monkey
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