Legend of the Invincibles

Discussion and development of scenarios and campaigns for the game.

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Dugi
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Re: Legend of the Invincibles (chapter 9 is out)

Post by Dugi »

He was supposed to have his wife and son with him, this looks like his whole side was not remembered. Because I could not replicate this problem and nobody else encountered it, I assume that something must have gone wrong in your save file. I tried it on 1.11.2 and the change of leaders worked fine. Maybe you are reloading a bad save file, try to load the one from the Investigations scenario (ideally, the first one, without the name of the turn), and then cheat or replay till you get to Unimportant Revolution. This should fix this problem if it is related to a random confusion caused by the 1.11.1 advancement issue.
4b4b4b
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Re: Legend of the Invincibles (chapter 9 is out)

Post by 4b4b4b »

how do you cheat? :x
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edwardspec
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Re: Legend of the Invincibles

Post by edwardspec »

Dugi wrote:@edwardspec
Not sure which scenario in chapter 8 are you mentioning, there was no run as you can scenario near its end.
No,
I was not referring to any existent scenario :)

I might have misunderstood this:
Dugi wrote:Just to let you know, I plan to alter the enemies in [...] You were supposed to make a run through it
as "there will be a running scenario in the future chapters". Sorry :)
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Dugi
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Re: Legend of the Invincibles (chapter 9 is out)

Post by Dugi »

@4b4b4b
Press the : button, and a command line will appear at the bottom of the window. Then, write 'debug' and press Enter to activate the cheating mode. Then, type 'n' into the command line and press Enter to make it proceed into the following scenario. This can cause bugs, but they should not be as severe as losing all your units mysteriously (read this for more details about using the cheating mode). When testing things I have written, some of its commands are very useful.

@edwardspec
If you make them so fast, you may arrive to the scenario target quickly (because defeat all enemy leaders objective is not frequent enough), but it is quite risky, because so much speed limits their combat abilities and makes them die easily if blocked. Or your leaders are overly strong in chapter 8?
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edwardspec
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Re: Legend of the Invincibles (chapter 9 is out)

Post by edwardspec »

1.
Dugi wrote:If you make them so fast, you may arrive to the scenario target quickly (because defeat all enemy leaders objective is not frequent enough), but it is quite risky, because so much speed limits their combat abilities and makes them die easily if blocked. Or your leaders are overly strong in chapter 8?
Not counting Krux and Vritra, they are the only units I used in chapter 8 8)
It was a deliberate experiment. They got experience from every enemy unit they faced in chapters 7 and 8.
The name "Invincibles" wasn't much of an overestimation for them in the end :)

2. "better with sword" for
Spoiler:
in chapter 9 doesn't seem to be changing anything. It was 12-4 leeches+sniper, it remained 12-4 leeches+sniper.

3. "able to attack with magically increased speed" for
Spoiler:
: I get one attack (33-1), was it supposed to be 33 small attacks? (1-33).

4. When I started chapter 9, I got a little confused when only one hero received its upgrades on the first turn. (fortunately, the second hero got them on the second turn)
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Dugi
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Re: Legend of the Invincibles (chapter 9 is out)

Post by Dugi »

1. It is still damned possible? It is time to make them weaker again 8) Please don't tell me it was on hard.
2. It was improving a non-existent attack named saber. Fixed.
3. It is supposed to merge all attacks that would be dealt normally with that magical attack into a single attack doing the sum of their damages, decreased by a factor that can be reduced by further advancement.
4. That can happen only if you start it from the campaigns' list. In other chapters, if you did this, you got premade units, here I experimented a bit, trying to give you the freedom of choices.
4b4b4b
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Re: Legend of the Invincibles (chapter 9 is out)

Post by 4b4b4b »

i have tried cheating but it still doesnt work, the next scenario is not immediately unimportant revolution but the gladiator i think, and if i use choose level, not all the levels are shown and i cant choose to a near one
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Dugi
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Re: Legend of the Invincibles (chapter 9 is out)

Post by Dugi »

Just load Investigations, and use the n command to skip scenarios twice. Does it help?

This bug is quite strange, because changing sides between scenarios is quite common and I never saw it causing problems.
Last edited by Dugi on April 9th, 2013, 5:35 pm, edited 2 times in total.
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edwardspec
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Re: Legend of the Invincibles (chapter 9 is out)

Post by edwardspec »

Dugi wrote:It is still damned possible? It is time to make them weaker again 8) Please don't tell me it was on hard.
Yes, it was on hard, but don't feel bad about it (and nothing needs weakening), it wasn't simple and I followed a very specific plan to do it.

1. The main idea was to improve leaching attacks mainly, so that almost nothing will harm them, regardless of the size of enemy army. For Lethalia, this is spiderweb + staff. For Efraim I got this wonderful arcane knife (Glowing Flight or something), and because of it in chapter 7 everybody feared to attack him on distance (his leaching in melee is great even without improving, and I concentrated on improving it). And they both were wearing "Hellslash" gauntlets (and used them to recover health on their turn, when surrounded).
2. I took redeeming seriously. Even in the last mission of chapter 6 I managed to get fireblast for Lethalia, and at the beginning of the second mission of chapter 7 I got firestorm.
3. Remember the extreme speed I talked about. My primary tactics was to fly rapidly to the enemy base (2-3 turns, even if computer player has tonns of gold, it won't be able to hire too much units by then) and see if our leaching is enough. Against normal units it was, but the orcish and naga necromancers were a challenge. Not after they got two firestorms thrown at them, though. And with the Nimble Boots they were unable to stop me from fleeing.
4. If the leaching was enough against some enemies, I just stood near the enemy base until the end of turns (not attacking the leader and leaving his villages intact). Tonns of free experience and targets for redeem.
5. Also note that since I had only two units, all potions "of Steel Skin" and "of Speed" were applied to them - and I got a stockpile of healing potions too (had to use them several times). The "Dark Crown of Destruction" (gives +1 attack) was also very useful, because it increased the number of firestorms too.

The only mission in chapter 7 that is impossible to win with only two demigods is the one where Lethalia's phantom copies appear.
Had to use temporary lvl1 recruits to decrease their numbers.
Firestorm splash wasn't dispelling them :)
Last edited by edwardspec on April 9th, 2013, 5:39 pm, edited 2 times in total.
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Dugi
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Re: Legend of the Invincibles (chapter 9 is out)

Post by Dugi »

Well, this strategy might work... it is quite unusual, but why not, if you want to play an RPG.

___________________________________
I have managed to fix the 1.11.1/1.11.2 advancement bug. This time, I believe I have really fixed it (the previous fix' code was correct, but misplaced), I have tried it several times. I would like somebody to confirm if I really fixed it, because I believed I had it fixed already twice. Note that you have to start a new scenario if you want it to take effect.
I have also added a list of abilities to the unit information message, added some items, made leaders in the first parts a bit weaker, removed the immune to cold/fire abilities because they tended to cause bugs (it will partially remain on units who already have it) and I added some kind of walkthrough hints to this campaign's specific help.
I released it as version 2.5.1.
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Re: Legend of the Invincibles (chapter 9 is out)

Post by Pete2004 »

Dugi wrote:Please don't tell me it was on hard.
I use mainly the 2 heroes in chapters 7 & 8... on hard :twisted:
It is time to make them weaker again 8)


I think it's not a good idea. The more you make them weak, the more we are incited to level them up. In scenario 1 and 2 of chapter 7, notably, it has become critical to use the heroes only and play all avalaible turns. And to choose, as long as possible, only non-redeem non-legacy advancements (to avoid all those +10% or +20% max experience), in order to get a lot of +3 HP. If not, they are too vulnerable to magical attacks (especially against evil lethalia).
In chapter 8, the regular units are rather useless. What the point (except for fun) to level up new units when we have got two invincible (and faster) fighters ? Anyway, the AI doesn't attack strong regular units, it just agglutinates its own units around them, and attacks the 2 heroes only. Even when agression is set to 1. I've tried to remove the crazy attack scripts from a 1.0 agression scenario (jungle hell) and it fixed the problem (all units in range are targeted). Maybe the player should be able to activate or desactivate this script.
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Dugi
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Re: Legend of the Invincibles (chapter 9 is out)

Post by Dugi »

You weren't supposed to play with leaders only in chapters 7-9. With weakening them, I meant making them advance more slowly, not simply decreasing some starting numbers.

You should use your leaders a lot, but normal units should be obligatory to support them to protect them from taking too much damage.

Does the ATTACK_XXX_LIKE_CRAZY script really prevent enemies from attacking normal units? That is strange, because it was created to make sure that enemies will attack the leaders and will not just stand before them (they used to cause very long slowdowns in the process). I will have to try it out, if it proves to be right in more cases, I will remove it globally. Are you using 1.11.2 or an older version, by the way?
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Re: Legend of the Invincibles (chapter 9 is out)

Post by Pete2004 »

Dugi wrote:You weren't supposed to play with leaders only in chapters 7-9.
I don't. A whole campaign with only 2 units would be boring.
You should use your leaders a lot, but normal units should be obligatory to support them to protect them from taking too much damage.
With weakening them, I meant making them advance more slowly, not simply decreasing some starting numbers.
I have few balancement suggestions :
- Make the purity item more expensive. In LotI2, it is rather cheap and very powerful (because of the 2 suns daytime and because opponents are almost never lawful). In fact, I craft it for all my neutral and chaotic units, including the 2 leaders
- Give greater amla bonus for "faster" advancement. Regular units are slower than leaders and it is annoying for support.
Does the ATTACK_XXX_LIKE_CRAZY script really prevent enemies from attacking normal units? That is strange,
It is. I noticed it didn't happend during Vritra scenarios, that's why I wondered if it could come from the script.
Are you using 1.11.2 or an older version, by the way?
I use 1.10.5 (I will upgrade and see if it changes anything)
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Dugi
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Re: Legend of the Invincibles (chapter 9 is out)

Post by Dugi »

pete2004 wrote:I don't. A whole campaign with only 2 units would be boring.
You mean you didn't, right? It is a bit confusing.
pete2004 wrote:I have few balancement suggestions :...
Both look quite logical, I'll do it.
pete2004 wrote:I use 1.10.5 (I will upgrade and see if it changes anything)
I am mostly using 1.10.6, so it should not be a speciality of 1.11.1's new AI. 1.11.2 does not seem to support the F5 button to reload the data, that is essential when coding WML.
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Evropi
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Re: Legend of the Invincibles (chapter 9 is out)

Post by Evropi »

Right, just started playing this awesome campaign series (which should totally be mainlined, just sayin') and have a few suggestions. I've played up to scenario 4 so far.
  • I think 'it's best if I assassinate him' sounds a bit off. 'Get him out of the way' or 'punish him' or something along those lines would be much better in the first scenario of the first campaign.
  • I get a WML error on the 4th scenario, 'Paradise Lost'. Description cannot fit one line or something like that. Get another deprecated function. :evil: Damn Wesnoth devs and their obsession with breaking the API... I know I've struggled with it myself!
  • This is probably an engine limitation, but after Delalia levels up, the silver crown is no longer visible.
  • Again, probably an engine limitation, but why is there a two-step level up sequence?
Keep up the amazing work! I've been living in the MP campaign bubble for too long... didn't know SP campaigns could be even more fun than multiplayer campaigns and scenarios! I'm truly impressed. Now what I'd really like to see is an MP campaign or scenario from Dugi, now that would be just awesome. :D
I am the maintainer of Temples of the nagas, the greatest 4-player co-op survival scenario in the universe!
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