Campaign: Saving Elensefar

Discussion and development of scenarios and campaigns for the game.

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Shadow
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Post by Shadow »

Lord finished I´m especialy proud of the cape on the last lv

I will look again on the admiral but later
... all romantics meet the same fate someday
Cynical and drunk and boring someone in some dark cafe ...
All good dreamers pass this way some day
Hidin’ behind bottles in dark cafes
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turin
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Post by turin »

Shadow:The three different lord units don't look like different levels, one advancing into the other; instead, they look like different variations on the same unit, probably a level 2 unit. Is there any way you can fix that?

I'm going to include those images for the unit in the next version, but right now I want to release a new version, since I haven't in almost a month. Many balancing changes to The Ruined Port, and I've converted to the new [objectives] tag.

See the campaign server for the new version (0.8.2).
For I am Turin Turambar - Master of Doom, by doom mastered. On permanent Wesbreak. Will not respond to private messages. Sorry!
And I hate stupid people.
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Shadow
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Post by Shadow »

Ok something like this
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... all romantics meet the same fate someday
Cynical and drunk and boring someone in some dark cafe ...
All good dreamers pass this way some day
Hidin’ behind bottles in dark cafes
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turin
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Post by turin »

I think that the third level should look more impressive.. perhaps make his sword broader?

Other than that its good.
For I am Turin Turambar - Master of Doom, by doom mastered. On permanent Wesbreak. Will not respond to private messages. Sorry!
And I hate stupid people.
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Mellor
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Black the Red in version 8.2

Post by Mellor »

I've downloaded and installed Saving 8.2, played it under Battle for Wesnoth 9.0, and noticed that Black the Red has reverted to having level two as his highest level. The addition of a third level for him (and the hope for a third level for Madru, too) was very nice. Are there any plans to give him back the potential for advancement?

Earlier, there was discussion of a ranged weapon for Meneldur. How safe is a fireball on a ship? Seriously, he's an unconventional elf, but learning to use fireballs would require some narrative event involving significant training in between advancement from one level to the next, wouldn't it? Would a crossbow, a dart (later poisonous?), or even a cold blast be acceptable? Their use could be learned from characters Meneldur encounters. (I had been thinking about a merman's water spray, but the thought of how Meneldur would duplicate that quickly led outside the bounds of good taste!)

The new version is playing perfectly so far. I like the addition of orcish archers in Escaping.
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turin
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Post by turin »

I'm not sure why Black the Red would only have two levels; sounds like a bug... and yes, Madru is going to get a third level. Shadow is working on the graphics right now.

Since Meneldur is an elf, I might just give him the standard bow-and-arrow. However, you're right in him not being a conventional elf... I think I'll give him darts, starting at level 2, since most of the magic weapons require too much time to learn, and Madru already has a crossbow.

Glad you like the campaigns. :D
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And I hate stupid people.
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scott
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Post by scott »

The L3 outlaw pack might have started to interfere. I made some changes and if he has that or Liberty, that could account for it. However, the problems should be transient - there was one release where I added a underscore to the unit id but I think I already fixed it.

What about a single marksman poison dart? Not that it fits the character too much, I just though it would be cool.
Hope springs eternal.
Wesnoth acronym guide.
Mellor
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Free Mermaid Initiates?

Post by Mellor »

In Theft, the Mermaid Initiates cost zero gold to recruit. As much as I love a great bargain, I think that they need a more active, effective labour union.
Dennis
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Post by Dennis »

Somehow, I messed up and visited the last island early and through some heroic saving managed to get the program to think I had visited it and played it. So I managed to win every other island, but was stuck -- having played it before, I know the surprise that awaits the promise, but I never got beyond it. It's all deleted now and I'll probably never get around to it; would it be wrong for me to ask what happens after that last island when we finally get back home? Is it an easy win, is there something else happening?
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turin
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Post by turin »

Other stuff happens. I don't think I should say what in this thread, though. Do you want me to PM you?



BTW, it should be possible to edit your savefile so you can go there.
For I am Turin Turambar - Master of Doom, by doom mastered. On permanent Wesbreak. Will not respond to private messages. Sorry!
And I hate stupid people.
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Mellor
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Last battle

Post by Mellor »

Playing on hard, in the last battle, the return to Elensefar, Madru and Black still do not show up. My poor admiral elf is left all to himself, recalling only the crew that had travelled with him up to the isle that Black had mentioned. There are not only no Madru and Black, but also no undead.

I do have to say, however, that the campaign is still the most engaging I've played. It remains true to its origins -- it is a tale of battle on the water. The Mermen are amazing. With a large batch of Mermen, Meneldur won, despite the absence of Black and Madru.

The Epilogue perhaps could use a clearer conclusion, but the discourse on perceptions of good and evil is very appropriate.

Well done, Turin. Thanks!
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turin
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Post by turin »

Argh. That nasty bug again. :(

I think I'll stop doing the complex stuff I was planning, and just have you choose where you want to go.

Anyway, thanks for playing the campaign. Always nice to have feedback.
For I am Turin Turambar - Master of Doom, by doom mastered. On permanent Wesbreak. Will not respond to private messages. Sorry!
And I hate stupid people.
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claus
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Post by claus »

I believe Wesnoth does not really support one side with more leaders (canrecuit=1 ) ( if one side has more leaders only one can recruit (depending on his x and y coordinates) and only if all leaders are on a keep (maybe changed in one of the newer versions)).

I manage to split the team using three sides. To do this i edited the scenario fake2... in this way:

- first two new sides and team names:
[side]
side=2
colour=1
controller=human
description=Madru
type=Duelist
user_description=Madru
canrecruit=1
team_name=good
[/side]
[side]
side=3
colour=1
controller=human
description=Black the Red
type=Shadow Mage
user_description=Black the Red
canrecruit=1
team_name=good
[/side]

-second i changed the leaders of team 2 and 3:
#recall madru and black the red, change the leaders of side 2 and 3 to their type, kill the original madru and black the red
[recall]
description=Madru
x=56
y=1
[/recall]
#the positions are important because of position based storing
[recall]
description="Black the Red"
x=56
y=3
[/recall]
[store_unit]
[filter]
x=56
y=1
[/filter]
variable=madru
kill=yes
[/store_unit]
[store_unit]
[filter]
x=1
y=20
[/filter]
variable=leader1
[/store_unit]
#1,20 is the starting position of side 2
[set_variable]
name=leader1.type
format=$madru.type
[/set_variable]
[set_variable]
name=leader1.experience
format=$madru.experience
[/set_variable]
[set_variable]
name=leader1.hitpoints
format=$madru.hitpoints
[/set_variable]
[set_variable]
name=leader1.moves
format=$madru.moves
[/set_variable]
[unstore_unit]
variable=leader1
[/unstore_unit]
[teleport]
[filter]
description=Madru
[/filter]
x=56
y=1
[/teleport]
{CLEAR_VARIABLE madru}
{CLEAR_VARIABLE leader1}
[store_unit]
[filter]
x=56
y=3
[/filter]
variable=red
kill=yes
[/store_unit]
[store_unit]
[filter]
x=2
y=20
[/filter]
variable=leader2
[/store_unit]
[set_variable]
name=leader2.type
format=$red.type
[/set_variable]
[set_variable]
name=leader2.experience
format=$red.experience
[/set_variable]
[set_variable]
name=leader2.hitpoints
format=$red.hitpoints
[/set_variable]
[set_variable]
name=leader2.moves
format=$red.moves
[/set_variable]
[unstore_unit]
variable=leader2
[/unstore_unit]
[teleport]
[filter]
description="Black the Red"
[/filter]
x=56
y=3
[/teleport]
{CLEAR_VARIABLE red}
{CLEAR_VARIABLE leader2}
#know side two is madru and side three is black the red

-third i recalled all units to change their sides if required:
#recall all units meneldur has and change the side when required (watching the map during the recall looks strange)
[while]
[have_unit]
description=Meneldur
[/have_unit]
#while loops do a maximum of 1024 iterations which should be enough to recall all units
[do]
[recall]
[/recall]
[/do]

#Black the Red gets all outlaws (meneldur has no undeads)
[/while]

[store_unit]
[filter]
type="Assassin","Rogue","Thief","Highwayman","Bandit","Thug"
[/filter]
variable=switchside
[/store_unit]
{FOREACH switchside X}
[set_variable]
name=switchside[$X].side
value=3
[/set_variable]
[unstore_unit]
variable=switchside[$X]
[/unstore_unit]
{NEXT X}
{CLEAR_VARIABLE switchside}

#Madru gets the human crew (i am not sure if i have all)
[store_unit]
[filter]
type="Halbardier","Royal Guard","Pikeman","Swordsman","Javelineer","Spearman","Fencer","Duelist"
[not]
description=Madru
[/not]
[/filter]
variable=switchside
[/store_unit]
{FOREACH switchside X}
[set_variable]
name=switchside[$X].side
value=2
[/set_variable]
[unstore_unit]
variable=switchside[$X]
[/unstore_unit]
{NEXT X}
{CLEAR_VARIABLE switchside}

#Meneldur keeps the rest (not sure what to do with the dwarfs and the mermen, not sure what two do with the gold)

I also edited the map (starting locations for side two and three x=1,2 y=20 and changed the prestart event (56,2 has to be a keep for recalling)

At last i edited the scenarios saving elensefar and epilogue ( increased ai sidenumbers by two, added the sides of madru and black the red as in fake2... , removed the [recall] stuff, edited the maps because of the starting locations)

It works for me.
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turin
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Post by turin »

Cool.

The problem is, if you for example advanced few men, and focused on elves, or advanced few outlaws, you'd be basically dead, since one of your leaders would have few to no units.

So, I think I'm going to make it so you dont' get split up, but instead get to decide where you go... north, middle or south.

---
Announcement: SE Now Translatable
Thought I might as well announce this... SE (and SoF) have been added to torangan's UMC translation project.

I have no idea what languages have translators already, but hopefully I'll find out soon. I'll also need to figure out exactly how to add the translations to my next release. ;)
For I am Turin Turambar - Master of Doom, by doom mastered. On permanent Wesbreak. Will not respond to private messages. Sorry!
And I hate stupid people.
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claus
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Post by claus »

turin wrote:Cool.

The problem is, if you for example advanced few men, and focused on elves, or advanced few outlaws, you'd be basically dead, since one of your leaders would have few to no units.

So, I think I'm going to make it so you dont' get split up, but instead get to decide where you go... north, middle or south.
[message]
description=Meneldur
message= _ "Well, how's this - we split the crew up three ways, and each try our own method. Hopefully at least one will succeed. And if youget in trouble, you can get back in your boat and join one of the other attacks."
[/message]
You can add moveto events (locations marked with ships) which allow one or two leaders to leave the battlefield / join one of the others.
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