The Sceptre of Fire
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New version (0.3.2) released.
Improvements:
* Hills of the Shorbear Clan is now more balanced
* Much of the dialogue makes more sense now
* Some minor bug fixes
Go to the campaign server to get it.
Improvements:
* Hills of the Shorbear Clan is now more balanced
* Much of the dialogue makes more sense now
* Some minor bug fixes
Go to the campaign server to get it.
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.
The World of Orbivm
And I hate stupid people.
The World of Orbivm
Sure. It was originally outside of the #ifdef because putting it inside didn't work, but it appears that has been fixed.
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.
The World of Orbivm
And I hate stupid people.
The World of Orbivm
ott wrote:Could you please move the [+units] tag inside your #ifdef CAMPAIGN_SCEPTRE_FIRE block, so that your units don't leak into other campaigns (and slow down the game for anyone who has your campaign loaded). Thanks!
If you already moved your [+units] tag please update the version on the campaign server. The Dwarfish Fighter overrides the mainline Dwarfish Fighter. (because ofturin wrote:Sure. It was originally outside of the #ifdef because putting it inside didn't work, but it appears that has been fixed.
#ifdef CAMPAIGN_SCEPTRE_FIRE
advanceto=Dwarvish Steelclad,Dwarvish Runesmith
#endif
Dwarfish Fighters outside of the campaign can not advance)
Sure. I'll update it once I find out what's wrong with my text editor, so I can bump the version number.
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.
The World of Orbivm
And I hate stupid people.
The World of Orbivm
I've uploaded a new version, I THINK. It game me a "connection timed out" error, but the version number increased, so...
The only change is, I think, the fix of that leak.
The only change is, I think, the fix of that leak.
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.
The World of Orbivm
And I hate stupid people.
The World of Orbivm
NEW VERSION 0.4.0
Changes:
*More changes to Hills of the Shorbear Clan
*New talking scenario Trapped (although it may later be merged with the next scenario)
*New scenario Towards the Caves (may be merged with Trapped)
*New scenario Outriding the Outriders
*Now use [advance_from] tag for the Dwarvish Runesmith so I don't have to modify the Dwarvish Fighter.
Get it off the campaign server.
Any bugs with it won't be fixed for a while, since I leave for 3 weeks tomorrow.
Changes:
*More changes to Hills of the Shorbear Clan
*New talking scenario Trapped (although it may later be merged with the next scenario)
*New scenario Towards the Caves (may be merged with Trapped)
*New scenario Outriding the Outriders
*Now use [advance_from] tag for the Dwarvish Runesmith so I don't have to modify the Dwarvish Fighter.
Get it off the campaign server.
Any bugs with it won't be fixed for a while, since I leave for 3 weeks tomorrow.
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.
The World of Orbivm
And I hate stupid people.
The World of Orbivm
Well, Haldric is supposed to be an inexperienced, over-cautious commmander, and I messed with the AI parameters to mimick that. However, the behavior you describe seems a little extreme. Can you play about 5 turns in, and the post a replay? Also, which difficulty level are you on?tkilian wrote:I'm on BFW .9.2, and Scepter of Fire .4.
In scenario 1, the allied AI recruits, but most of the units never leave the home base. Some that do, wait around a couple of turns before they move.
it's tough to defen the caravan if they dont' move to battle the elves.
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.
The World of Orbivm
And I hate stupid people.
The World of Orbivm
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- Posts: 19
- Joined: May 22nd, 2005, 8:54 am
If you achieve victory by killing all enemy leaders in Toward the Caves before Alanin exits the map, in the next scenario, Outriding the Outriders, instead of starting with Alanin, Rugnur appears alone.
The hapless dwarf certainly cannot outrun the outriders.
However, if you exit Alanin, then enter the caves or defeat the enemy leaders, you then start with Alanin in the next scenario.
The hapless dwarf certainly cannot outrun the outriders.
However, if you exit Alanin, then enter the caves or defeat the enemy leaders, you then start with Alanin in the next scenario.
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- Posts: 19
- Joined: May 22nd, 2005, 8:54 am
Another 'cheat' bug in Outrunning the Outriders is that if you enter a village, then 'undo' your move, the unit that you found there stays spawned. Enter the village again, and a new spearman spawns. Do it over and over, and suddenly you can have dozens of zero-cost defenders of the road.
I spawned about thirty of them and left them to chew all the outriders to pieces. None of them were left after turn three. It was then a wonderful breezy jaunt to the fort.
Also, if you spawn a spearman and then undo, you can continue on south as quick as possible, and leave the spearman to claim his own village, thus creating a very huge pot of gold for you.
Once you claim a town, you should not be able to undo the move, nor create endless ranks of spearmen.
I had fun, but I admit I was cheating using what should be rightfully reported as a bug.
I spawned about thirty of them and left them to chew all the outriders to pieces. None of them were left after turn three. It was then a wonderful breezy jaunt to the fort.
Also, if you spawn a spearman and then undo, you can continue on south as quick as possible, and leave the spearman to claim his own village, thus creating a very huge pot of gold for you.
Once you claim a town, you should not be able to undo the move, nor create endless ranks of spearmen.
I had fun, but I admit I was cheating using what should be rightfully reported as a bug.
bugs and features.
The shortbear clan didn't end for me when I'd got rid of the shortbears and got all my heros inside. Instead it ended after an elf invaded and was killed.
Also I note that finding materials didn't have a end turn bonus. Given I'd killed nearly everyone (those runesmiths are very effective) I could easily have sat out the remaining turns for extra gold. This is playing on medium too.
Some of the AI recruitment patterns seem a bit odd - green in that scenario recruited a whole castlefull when I got within range - this may be deliberate, tho. However the shortbears recruited very slowly to start with also.
It would be nice if there were some loyal units. There are a lot of heros in the shortbear scenario and none of them is (tho for some that seems apt
)
Tomorrow, the cave...
Also I note that finding materials didn't have a end turn bonus. Given I'd killed nearly everyone (those runesmiths are very effective) I could easily have sat out the remaining turns for extra gold. This is playing on medium too.
Some of the AI recruitment patterns seem a bit odd - green in that scenario recruited a whole castlefull when I got within range - this may be deliberate, tho. However the shortbears recruited very slowly to start with also.
It would be nice if there were some loyal units. There are a lot of heros in the shortbear scenario and none of them is (tho for some that seems apt

Tomorrow, the cave...
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- Posts: 19
- Joined: May 22nd, 2005, 8:54 am
In the Hills of the Shorebear Clan you need an event based on side turn to check for all units being in the caves, the leader being dead, and no enemies. Like 2 posts up said, if you bring the heroes in last there's no event to check for it. Since I had Rugnur recruiting the whole time, it would be common for him to enter the caves last.
The weird thing is that the die event that is created upon the death of the enemy leader doesn't seem to fire when one of your units dies. Maybe I read it wrong.
Edit: I know what happened. Balgur (the Beserker) died but the scenario continued. It's impossible to win in that case.
The weird thing is that the die event that is created upon the death of the enemy leader doesn't seem to fire when one of your units dies. Maybe I read it wrong.
Edit: I know what happened. Balgur (the Beserker) died but the scenario continued. It's impossible to win in that case.
Hope springs eternal.
Wesnoth acronym guide.
Wesnoth acronym guide.