1.4 Bad Moon Rising (obsolete)

Discussion and development of scenarios and campaigns for the game.

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doofus-01
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Re: 1.4 Campaign: Bad Moon Rising (0.3.2 ~ 30 scenarios)

Post by doofus-01 »

Ah, I see. You're too good for that scenario then, I hadn't accounted for the blockade actually succeeding. I will fix that.

For now, you'll need to either debug :n to the next scenario or go back some turns and let an enemy reach the altar.

----------------
And about the next update: I found a show-stopper bug, so the ETA is pushed back a week.
jdp
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Re: 1.4 Campaign: Bad Moon Rising (0.3.2 ~ 30 scenarios)

Post by jdp »

It wasn't too difficult to block the path to the altar. The key thing was to put six strong pieces (including two seeresses) on horseback. This is enough to defend the pass to the altar for a while. When the other Ukians approach Nemesis most of her troops that were trying to break through to the altar return to protect her.

I wonder if the type of piece that can mount a horse could be restricted.

Actually, there seems to be a more serious problem. While I was playing Bad Moon Rising III the Wesnoth application crashed two or three times (this hasn't happened to me before). Now the same thing is happening in another campaign that was OK before. I have removed all the saved games from the user folder, but it doesn't make any difference.

Is this a familiar bug?
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Re: 1.4 Campaign: Bad Moon Rising (0.3.2 ~ 30 scenarios)

Post by doofus-01 »

I have not had that problem. Bad Moon Rising shouldn't be able to ruin your Wesnoth installation, but you could try deleting it or changing the name of the file
<userdata>campaigns/Bad_Moon_Rising/_main.cfg
to something else.

If it's happening in all your campaigns, you might have found a bug with Wesnoth itself. This page explains how to file a bug report:
http://www.wesnoth.org/wiki/ReportingBugs
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Re: 1.4 Campaign: Bad Moon Rising (0.3.2 ~ 30 scenarios)

Post by doofus-01 »

I just sent 0.4.0 to the server. It may look like a step backwards, because fewer scenarios will load, but I really did not like part III and wanted to get an update sooner rather than later. It currently only goes up to the part where you defeat the tyrant.

- Part I did not change that much, mostly cosmetic.
- Part II now has a "world map" scenario between real scenarios, but you don't have to fight skirmishes if you don't want to.
- The story has changed a little bit.
- Made some progress on animations and images.
- Part III has been retracted for now, I'll put it back when it's functioning.

If anyone notices any spelling/grammar/story mistakes, feel free to point them out.

EDIT: And I have found a few mistakes after uploading it, I'll send a revision this weekend.
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Re: 1.4 Campaign: Bad Moon Rising (0.4.0 ~ 12 scenarios)

Post by doofus-01 »

0.4.1 just went to the server. Part II should work all the way to the end now, though there are still some rough spots, especially in the world map parts. Part III is still out of commission.
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docrock
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Re: 1.4 Campaign: Bad Moon Rising (0.4.1 ~ 17 scenarios)

Post by docrock »

hi, just playing your current version, scenario "royal rumble", here a few things:
- who is "Raenna"? there is no leader or companion hero of that name on the map
- why does Vazzan only recruit for one turn though he has tons of gold?
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Re: 1.4 Campaign: Bad Moon Rising (0.4.1 ~ 17 scenarios)

Post by doofus-01 »

docrock,
Vazzan's problem is that I broke his recruitment pattern by specifying "fighter" when his units are "mixed_fighter"s. I'll post a fix tomorrow (I don't have the files with me, so I don't know what line number etc.).
The Raenna thing is a bit more problematic. Did you fight the Pikeman and Swordsman in an early scenario, I think it's called "Rescue"? Raenna should join your side there. So, I guess the first "world map" scenario needs a re-write so you can't skip that. If you didn't skip that scenario, there is a bigger bug that will take some more thought to fix...
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Re: 1.4 Campaign: Bad Moon Rising (0.4.1 ~ 17 scenarios)

Post by docrock »

guess i skipped that one. only did the scenarios the world map objectives suggested.
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Re: 1.4 Campaign: Bad Moon Rising (0.4.1 ~ 17 scenarios)

Post by doofus-01 »

OK, Vazzan's recruitment in "Royal Rumble" can be repaired by adding "mixed" to line ~225 like so, in Bad_Moon_Rising/scenarios/1_08_Rumble.cfg:

Code: Select all

...
[ai]
aggression=0.7
grouping=offensive
recruitment_pattern=mixed fighter,mixed fighter,archer    <----------put "mixed" in front of each "fighter"
[target]
...
The missing Raenna person would be solved by going to the village southwest of the one you start out in, before you head to the forest. It's named "Korkath" or something like that. Don't try going there after the camp battle though, because the event won't trigger and you'll just be wasting your time. I'll re-write that section.

Thanks for the report, docrock.
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docrock
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Re: 1.4 Campaign: Bad Moon Rising (0.4.1 ~ 17 scenarios)

Post by docrock »

OK, Vazzan's recruitment in "Royal Rumble" can be repaired
too late lol, he already left in a hurry ...
Don't try going there after the camp battle though, because the event won't trigger and you'll just be wasting your time.
ah, yeah, that was exactly what i was doing, hehe

what gives, it's still just 5:1 or 6:1 odds in Royal Rumble. i'll win this anyway, XP-mania

edit: yeah, made it. sadly this is the end of the campaign - or isn't it? afterwards i get attacked by a goblin knight on the world map, actually kill him yet still get defeated. and where should that copper mine be? is it just me or is that world map a bit unoverlookable? maybe some markers would help to show the player where points of interest are.
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Re: 1.4 Campaign: Bad Moon Rising (0.4.1 ~ 17 scenarios)

Post by doofus-01 »

docrock wrote:...sadly this is the end of the campaign - or isn't it? afterwards i get attacked by a goblin knight on the world map, actually kill him yet still get defeated. and where should that copper mine be?
It isn't the end yet, though I'll admit I haven't played through past Rumble without cheating (I am not a very good player and am having trouble with that scenario, Huric is supposed to be powerful). I'd be interested to hear what you thought of that scenario, or maybe see a replay?

The goblin knight, and the cavalrymen in earlier "world map" scenarios, were to make the scenario less lifeless and keep the player somewhat on task, but I guess it's mostly just annoying. I'll turn it off until I can figure out how to make it work better (maybe with formula AI in BfW 1.5/1.6). Until then, avoid them as best you can. If that's impossible, changing aggression to 0.0 in line 59 of 1_09_World.cfg might help:

Code: Select all

        [ai]
        aggression=1.0        <-------------change that to 0.0
        grouping=offensive
        [/ai]
        [/side]

The copper mine is south of Fort Kuhle, at (53,33).
docrock wrote:maybe some markers would help to show the player where points of interest are.
Good point, it will be done. (Almost) Everything that has a label will trigger an event, but it could be clearer.
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Re: 1.4 Campaign: Bad Moon Rising (0.4.1 ~ 17 scenarios)

Post by docrock »

so, here goes the replay of Royal Rumble, actually i got some doubt about the runability of that file coz for me it never worked, but who knows, miracles happen and software is nothing static (contrary to common belief).

edit: actually it's pretty easy. just sit it out and heal it out for like 20 rounds and then give em hell. 3 healers and a crapload of tanks will do it.
edit (again): yep, something about replay is just plainly corrupted. at least for me with BfW 1.4.5 on Windoze. might be you can see it, i just can't. stops at first turn. and well, actually huric isn't the real prob, that magenta general with his lvl2 archers is ... norton, yeah, that's his name. like crazy amount of units after you killed all others. only thing that helps is killing huric to make him flee or making the hard way and eating them up one by one (which takes...).
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Re: 1.4 Campaign: Bad Moon Rising (0.4.1 ~ 17 scenarios)

Post by docrock »

concerning "The Pit": actually one of my most liked and most hated scenarios.
likes: the idea behind it, the orcs, the return of the general (as cannonfodder, lol), overall balancing
dislikes: i recalled only quick units, pulling them to max movement every turn and even speeded up lorenzon and gave the regen amulet to belleros. still, i did not really make it to face scarrion, that dude just plainly has too good movement and the orcish wolfriders never make it alive to stall him. also, pseudo-dead as the general is when he returns he can at max delay scarrion for one turn. but well, it could also be me, because i have never been any good at this scenario in all its versions.
Postings may contain traces of sense.
The ministry of health warns:
Living is dangerous to your health and may finally result in death.
You are a Dwarvish Berserker: you're freaking crazy and enjoy it. (100% ...)
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doofus-01
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Re: 1.4 Campaign: Bad Moon Rising (0.4.1 ~ 17 scenarios)

Post by doofus-01 »

Thanks docrock.
docrock wrote:just sit it out and heal it out for like 20 rounds and then give em hell
That sounds painful. I'll adjust something to make the scenario more continuous.
docrock wrote:i did not really make it to face scarrion, that dude just plainly has too good movement and the orcish wolfriders never make it alive to stall him. also, pseudo-dead as the general is when he returns he can at max delay scarrion for one turn.
Yes, this is giving me trouble. I don't like the teleporting thing, but it's the only way I can think of to not have the AI act like an idiot. I didn't want the general to survive, but maybe I overdid it. I'll adjust that.
claudya
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Re: 1.4 Campaign: Bad Moon Rising (0.4.1 ~ 17 scenarios)

Post by claudya »

Hey,
I'm just playing Bad Moon Rising, and I really like it!!!

It's only a bit too easy, especially Part I.

But if you need a translator for german language I volunteer. ;-)
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