SP Campaign - Mercenary Band (for 1.15/1.16)

Discussion and development of scenarios and campaigns for the game.

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Lord-Knightmare
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Re: SP Campaign - Mercenary Band (for 1.15/1.16)

Post by Lord-Knightmare »

I don't know why Frost Nova wouldn't work, because I included your whole macros folder.
That AoE attack might be too much in the final scenario which is why I think it's better as it is. In case you're curious, it's cause you did not add the global event which regulates it.
, I should make this more clear, but the Holy Amulets are permanent, unlike Holy Water; I noticed you didn't recall those units in your final scenario playthrough.
Oof... I assumed it was "scenario-only" buff. Actually, I did recall in terms of usage. Shield Guards and Sorceress would best counter undead, especially since Shield Guards were changed to neutral now. (no ToD debuff during the night, and the weapon power is strong enough during the daytime)
it might make the watery/swampy scenarios a little easy in terms of gold, and their impact attack outclasses silver shields easily vs skeletons.
If you add some enemy which counters impact and is vulnerable to pierce, silver shields and guardians shine out.
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irheh1
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Re: SP Campaign - Mercenary Band (for 1.15/1.16)

Post by irheh1 »

I got an error message when I tried to load this campaign.

The following add-on had errors and could not be loaded:
C:\Users\Owner\Documents\My Games\Wesnoth1.15/data/add-ons/Mercenary_Band/_main.cfg

Please report this to the author or maintainer of this add-on.

Details:

Macro/file '~add-ons/War_of_Legends/macros/mainline-strings.cfg' is missing
at ~add-ons/Mercenary_Band/_main.cfg:27
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Re: SP Campaign - Mercenary Band (for 1.15/1.16)

Post by Lord-Knightmare »

irheh1 wrote: August 11th, 2021, 9:32 pm I got an error message when I tried to load this campaign.

The following add-on had errors and could not be loaded:
C:\Users\Owner\Documents\My Games\Wesnoth1.15/data/add-ons/Mercenary_Band/_main.cfg

Please report this to the author or maintainer of this add-on.

Details:

Macro/file '~add-ons/War_of_Legends/macros/mainline-strings.cfg' is missing
at ~add-ons/Mercenary_Band/_main.cfg:27
Install the dependency add-on
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Konrad2
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Re: SP Campaign - Wandering Warriors

Post by Konrad2 »

There is no hint regarding how carryover works.
Both heroes are missing the golden crown.
The Enchantress hero is missing her ellipses.
Kruggov
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Re: SP Campaign - Mercenary Band (for 1.15/1.16)

Post by Kruggov »

Am I the only one whose game crashes if I select the campaign in the Add-on server? I can install it no problem if I don't select it (though the game crashed right after).
Also the game doesn't show any errors when crashing.
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Re: SP Campaign - Mercenary Band (for 1.15/1.16)

Post by gnombat »

Kruggov wrote: February 4th, 2022, 6:40 am Am I the only one whose game crashes if I select the campaign in the Add-on server? I can install it no problem if I don't select it (though the game crashed right after).
Also the game doesn't show any errors when crashing.
I tried installing it and it did not crash for me, but it gave the following error message:
broken-dependencies.png
I think the problem might be that it specifies the dependency as War_Of_Legends (uppercase "o") instead of War_of_Legends (lowercase "o").
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Re: SP Campaign - Mercenary Band (for 1.15/1.16)

Post by Kruggov »

Actually, this might be that, since there is another campaign (Wandering Warriors) from the same author that also crashes the game when I select it in the Add-on Manager.
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Re: SP Campaign - Mercenary Band (for 1.15/1.16)

Post by Lord-Knightmare »

Kruggov wrote: February 5th, 2022, 8:04 am Actually, this might be that, since there is another campaign (Wandering Warriors) from the same author that also crashes the game when I select it in the Add-on Manager.
It actually is. Confirmed months ago. Apparently, Scio hasn't updated his PBL files.
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shevegen
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Re: SP Campaign - Mercenary Band (for 1.15/1.16)

Post by shevegen »

I just played this campaign.

scio-nullus appears to be inactive, which is unfortunate.

But perhaps someone else may consider some improvements on the campaign.

First, I like the unit composition. I'd perhaps add something unique, like a ninja or some other similar unit, with poison or
poisoned shuriken or something like that.

One recommendation to make is to expand the size of some of the maps. For instance, in one map there is one orc
leader in the middle. My scout ran to his home base and occupied one square there, and dealt 20 damage in total.

When it was his turn, he recruited 3 units, then ran to one of my units and attacked it. In my turn I then surrounded
him and killed him - that scenario was thus won on turn 2.

The reason for him suicide running is because the current AI implementation is not good, but this is also a problem
of map design. If the map would have been larger then this behaviour would not have happened, at the least not
early on.

I liked the siege situation; I think the same map was re-used 3 times but in different snapshots; that was quite
interesting.

I did not like the "I am invincible!" guy. Also the AI kept on suicide running against him, thus allowing him to
wipe out numerous units while never dying. Perhaps the code could be changed to have them favour other
units as target.

One thing I'd like to see improvement would be in regards to the storyline. That is, to make the storyline
a bit more interesting, like in To Lands Unknown. That does not mean it should have the same high quality,
but simply to make the story a bit more unique. For instance, before this I played a campaign where an
enemy leader is kept as hostage/prisoner and you have to drag that hostage with you. Others can attack
that prisoner too and kill her. That was an interesting take. Perhaps the campaign here can also have
something unique - does not mean a prisoner but something fitting to the campaign as such. Perhaps some
unique monsters that engulf the target unit and devour it. Or something like that.

Overall it is a quite good campaign. In its present form I think I'd give it about 7 out of 10, give or take;
I'd give it a bit more if the maps were a bit better.

Edit: Also, while the big spears and glaives are nice, perhaps they could have a weak poison ranged
attack too. Can do minimal damage but just kicks in poison type or so, be it via shuriken or poisoned
knife.
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