Under the Burning Suns

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

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claus
Posts: 186
Joined: April 4th, 2005, 5:51 am

Post by claus »

I managed to get into scenario 6 with 3646 gold (easy, allied with trolls, 0.3.2 ) by capturing all villages and waiting until the last turn (In scenario 5 you have a high income and i had enough villages to pay no upkeep). Under this circumstances you get more income per turn than earlyfinishbonus per turn ( earlyfinishbonus is number of villages + 2 )). After scenario 6 i had 2883 gold (I recalled one unit to take the sword, you have negative income caused by your units and the 20% reduction), which should be enough for scenario 7 and some more scenarios.
quartex
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Location: Boston, MA

Post by quartex »

I thought the whole point of the early finish bonus was that you would get more gold by finishing early than by hanging around. If you get a early finish bonus of the total number of villages + 2 per turn how can you get more gold by finishing later instead?

I've changed the map of the lava cavern sligthly, to make it easier to cross. Hopefully the whole troll path should be easier for people by now. You can download the new version from the campaign server.

0.3.6.1 changelog
Scenario 5:
-changed map so that lava cave is a bit easier to cross
claus
Posts: 186
Joined: April 4th, 2005, 5:51 am

Post by claus »

On easy you get a baseincome of 12 + 2 (2 is default income), which is 14 and 14 > 2. If you have more villages than upkeep you pay no upkeep and your total income is number of captured villages + 14. (without the loyal trait it should be hard to get more villages than upkeep, but with loyal it is possibel) Capturing most villages you can get more income than early finish bonus and tons of xp (I surrounded the last leader, attacked him with my weakest ranged units as long as he had enough hp and left one castle hex free to allow him recruiting troops (easy kills). Because of regenerate trolls are better for xp farming.).
It might be that you get more early finish bonus because of the villages in the other path.
Have you found the slow post (last on the page before)?

Edit: I think i captured 7 villages in the troll caves (maybe only 6, 1 or 2 were removed, because of killing the two darf leaders, before i captured them). Removed villages still give income (capturing them with a dummy side before removing should prevent this).
Quensul
Art Contributor
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Joined: January 2nd, 2005, 1:06 am
Location: Pittsburgh, PA

Post by Quensul »

I finally got around to playing UtBS, and all I have to say is: curses, quartex! You've successfully kept me from working on Wercator for a solid week! ;-)

Seriously, great campaign - keep up the good work. (But you're not allowed to release any more scenarios until I have Wercator done ;-) )
Author of Wercator
Darkmoon
Posts: 90
Joined: December 20th, 2004, 7:06 pm

Post by Darkmoon »

Quensul wrote:I finally got around to playing UtBS, and all I have to say is: curses, quartex! You've successfully kept me from working on Wercator for a solid week! ;-)

Seriously, great campaign - keep up the good work. (But you're not allowed to release any more scenarios until I have Wercator done ;-) )

I second that!

Its one amazing campaign! I started playing 3 days back,.. and barely got any sleep since then.
quartex
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Location: Boston, MA

Post by quartex »

I've tested UTBS in 0.9.0, and while there are some glitches, the campaign seems to run okay without any serious problems. Still, I plan on posting an update soon which will fix some small problems, and hopefully implement dynamic scenario objectives, one of the cooler new features of 0.9.0.
quartex
Inactive Developer
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Joined: December 22nd, 2003, 4:17 am
Location: Boston, MA

Post by quartex »

My ISP (comcast) seems to be having problems where every night this week service has been down nationwide. This is going to slow my update a bit. It's a pain, but there's not much that me and a million other users can do.
lu_zero
Posts: 196
Joined: April 16th, 2005, 10:25 am

Post by lu_zero »

In the 0.9.0 the 3rd scenario won't start due complaints about units assigned to a non existent side and some minor issues.
quartex
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Joined: December 22nd, 2003, 4:17 am
Location: Boston, MA

Post by quartex »

I just uploaded another minor update to the campaign server, the big change being that scenario objectives are now dynamic, and change throughout each scenario. I think this is very cool. Hopefully this version should fix all the little errors that were popping up. I hope this update fixes your problems, lu_zero. I tested it and it started scenario 3 fine.

0.3.7 changelog:

-deleted pre-0.9.0 code from units, thus removing error messages
-added dynamic objectives for all scenarios

scen 5:
widened path to final troll lair
corrected number of villages used in early bonus calculation
claus
Posts: 186
Joined: April 4th, 2005, 5:51 am

Post by claus »

In scenario 5 (version 0.3.6.1) part of the bug with slowing Kaleh still exists. After a save/load Kaleh is slowed again, even if the cloaked figure is dead. This is bad, because the scenario is really long and some players might have not enough time to play it in one run.
I think the best solution to prevent this is to use store_unit for slowing Kaleh. If you do not like the store_unit code you might try to give Kaleh the item, which you use to fix the same bug in the lava cavern, when the cloaked figure dies. (After entering the lava cavern with Kaleh save/load does not slow him, but before it does)
quartex
Inactive Developer
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Location: Boston, MA

Post by quartex »

claus, thanks for the update. I thought I had fixed this problem, but it seems that save/loading screws things up. I'll go back and try to edit Kaleh's stats instead of using an item to slow/unslow him. If that doesn't work I might just stop having Kaleh get slowed, it's proving to be way more trouble than it is worth.
claus
Posts: 186
Joined: April 4th, 2005, 5:51 am

Post by claus »

claus wrote:[store_unit] ... variable=somename [/store_unit]
[set_variable]
name=somename.status.slowed
value="on"
[/set_variable]
[unstore_unit] variable=somename [/unstore_unit]
This should work. (tested it with wesnoth 0.8.11 windows)
Elvish Leader
Posts: 49
Joined: April 17th, 2005, 8:18 am

Post by Elvish Leader »

I can't install campaign. I move all files from archive to their places. But when I start Wesnoth and chose difficulty, it says me unkown scenario
quartex
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Location: Boston, MA

Post by quartex »

Elvish Leader wrote:I can't install campaign. I move all files from archive to their places. But when I start Wesnoth and chose difficulty, it says me unkown scenario
What version of Wesnoth are you using? What operating system are you using? Can you just download the campaign from the campaign server That's the easiest way and it ensures that all the files get put in the right place.

Otherwise you just need to drag the UTBS.cfg file and the UTBS folder into the campaigns folder. (where all the other custom campaigns are stored)
tkilian
Posts: 62
Joined: May 4th, 2004, 6:46 pm

stuck

Post by tkilian »

i'm on subterrarainian struggle, and I'm stuck.

i allied myself with the trolls.
I've gone through and defeated all the Dwarfs. But now I have no place to go, and nothign to do.

I've gone anywhere, and everything is a dead end.
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