Up From Slavery

Review and rate user-made single and multiplayer campaigns and scenarios.

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AxalaraFlame
Posts: 690
Joined: December 4th, 2011, 1:07 pm
Location: Pasadina, Caltech

Re: Up From Slavery

Post by AxalaraFlame »

taptap wrote:I managed to do it with slow as you say. But I had several levelled archers but little levelled melee guys (and those levelled were the marksman variety, which you really don't need against 30%), especially I lost Brotus in the previous scenario to a dwarf = I had to do with fresh recruits to get 6 units so I fielded several L1 and L0 against L3 which amazingly worked in the end.
wait wait! I noticed a difference...How did u fielded that area with lv1s and lv0s? It must be limitted to get only 6 units recalled or recruited!
GodOfTomatoes
Posts: 3
Joined: June 19th, 2021, 1:57 am

Re: Up From Slavery

Post by GodOfTomatoes »

Okay so I was testing out the different upgrades for each unit to figure out what units work best and I noticed two major issues:
1. The Retiarius' upgrade (What I assume is meant to be fleet Retiarius) can't gain xp and still has the name Retiarius if you gain it through level ups
2. The pugnator's 3rd level on the paegniarius' level path doesn't exist. When I tried to get one by feeding my paegniarius enough xp I got this message:
Screenshot (592).png
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ArthurMitchell
Posts: 26
Joined: February 24th, 2019, 2:16 am

Re: Up From Slavery

Post by ArthurMitchell »

I encountered a bug in "End of the Paved Road".

I killed Antonius Varus and all his units. After that I killed the 2 guards north to free the slaves. This released the orcs, but didn't give me a successful victory. Waiting out the end of turns results in an automatic defeat, so this makes the scenario effectively unwinnable.

After I reloaded, I killed the guards first and then killed Antonius Varus after. This won the scenario. Either the mission objective needs to be rewritten to show you have to kill the guards first, or the code needs to allow both orders for achieving victory.
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holypaladin
Posts: 404
Joined: August 14th, 2017, 9:07 pm
Location: Poland

Re: Up From Slavery

Post by holypaladin »

Up from Slavery now on 1.18/1.19.
Numero
Posts: 63
Joined: August 7th, 2018, 2:11 pm

Re: Up From Slavery

Post by Numero »

played on medium difficulty with predictable RNG

The intro text "the orcs don't know what year it is" sounds awesome.

Would be neat to add a dependency check like Knightmare does for Electrifyre.


for all scenarios:
add a Wesnoth-typical path on the world map.
the maps could use a fresh-up just looks-wise; Wesnoth has added a lot of stuff so the maps look less boring
the old Wesnoth gold system leads to a massive feast-or-starve system
you should highlight the move-to goals more, maybe in the objectives or by moving the camera

Sz1:
would be awesome if there were a lot more spectators, or is this more of an elite sport?
what is the difference between Magnus and Minotus race, they have the same description
I like the interruption ability
maybe add a note that oases heal in the objectives

scenario seems fine to introduce units, I am not sure what the emperor was talking about with the tribes, otherwise good

Sz2:
the escape speech seems a bit underwhelming, maybe make it more serious, add them starting to kill each other or something
and the map could have seen more things to interact with / explore
fighting seems fine, don't know if you are supposed to kill the leader early; otherwise you should move him back or make him not move

Sz3:
the horses do not, in fact, fight worse in the forest
this scenario seems extremely luck-dependent because the horses make so much damage at once, I think it should be strongly reworked

Sz4:
the objectives seem not correct, or at least the order matters, I had to kill all enemy units not just the leader

Sz5:
for me at least the riders did not hold me up until the other guy came, but at this point I was also willing to lose units
also the map seems to big, or at least mostly unused

Sz6:
this would work well as the last scenario if you didn't have to win the next one as well
not telling the player how many units he has to kill only works the first time, maybe make it somewhat random instead
the dragon seems not well integrated he is just randomly there and seems a little weak

Sz7:
the tone is suddenly much more somber, especially compared to Sz2
for me there was an unstore_unit some variable not found, probably because I didn't have enough units anymore
it spawned some in for the other guy so I debugged my way to victory
I think this scenario would be better if either side winning is fine


Do you have a github link?
Attachments
UFS-The Slave Quarters replay 20250923-184314.gz
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UFS-What the Dawn Brought replay 20250923-185301.gz
(15.97 KiB) Downloaded 6 times
UFS-End of the Paved Road replay 20250923-191137.gz
(23.06 KiB) Downloaded 7 times
UFS-Crossing the Desert replay 20250923-191829.gz
(19.74 KiB) Downloaded 8 times
UFS-The Last Stage replay 20250923-192938.gz
(22.14 KiB) Downloaded 11 times
UFS-Freedom Has a Meaning replay 20250923-193854.gz
(15.65 KiB) Downloaded 12 times
Author of 'An Orcish Might' viewtopic.php?t=57032
Numero
Posts: 63
Joined: August 7th, 2018, 2:11 pm

Re: Up From Slavery

Post by Numero »

couldn't add this to the other post
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UFS-Unlucky Draw replay 20250923-181205.gz
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Author of 'An Orcish Might' viewtopic.php?t=57032
shevegen
Posts: 594
Joined: June 3rd, 2004, 4:35 pm

Re: Up From Slavery

Post by shevegen »

I just played the campaign; or rather the first scenario. We have to defeat two enemies at
the start of that scenario.

Unfortunately, my allied leader rushes forward and then quickly is killed as he
over-exposes his position, leading me to lose the scenario because he died.
This is a common problem with regard to the AI being over-eager.

There may be several solutions here but a simple one may be to allow the
player to control that singular leading unit. That way I can control him to
no longer rush in and then be killed, causing me to lose the campaign.
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