Re: Swamplings - v1.1.7 - for 1.8 and 1.9

Discussion and development of scenarios and campaigns for the game.

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tsr
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Re: Swamplings

Post by tsr »

boru wrote:
tsr wrote:Follow up comments...
Well, imho opinion it works nice right now, just saying that it might fit a bunch of swamp dwelling goblins to actually be able to move through swamp ;)
Yes that is true. But there's also something attractive about sticking to the default units. I need to spend more time thinking about this issue.
Good point, I also like that.
boru wrote:
tsr wrote:Oops (and I tried a second time on 'hard' with the same result) ;) Anyway, good to hear that I will be able to keep everyone :D And again, I was just tossing around ideas for the rats, I really like it how it works now.
Could you please post a savegame of this? It would help me a lot ... I might even learn some fighting strategies for my own gameplay.
S-It_Takes_A_Swampling_replay.tar.gz
I hope this is the one ...
(29.66 KiB) Downloaded 490 times
boru wrote:
tsr wrote: You have a couple of generated fights, I think that later on, when it is time to apply the shiny polish these could be scripted using some kind of AI-mechanism. For the moment it doesn't look that good (I can't really say how, but it is apparent that they are not working like normal fights - something about the tempo). Also you float some red text to show the damage done as in a normal fight. But the normal fights just show 10 and not -10.
I struggled with the scripted attacks, and got a lot of help from people on this thread. http://forums.wesnoth.org/viewtopic.php?f=21&t=29380

Where could I learn how to use an AI mechanism to make these look better?
I don't really know, have you looked at managing the 'new' ai or maybe search the wiki for FAI?
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Aura
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Re: Swamplings

Post by Aura »

I too think more goblin units would be nice. Even if you can't recruit them. The leader at least should be able to advance some more. Definatly give the goblins some more move points in the swamp, it gets somewhat aggravating having them move 1-2 spaces at a time. Make the keep in the middle have more recruit slots as well (2-3 more).

The taming thing is great, as many tamable things as you can put in, the better. Perhaps you should change it to a ranged net (4-3 or whatever) and let the leader keep it through the whole campaign, and that way it can help him in combat too.

Also, would Saurians really have bats/wolves ? Maybe instead use a lizard and dragonlings ?

I made some graphics a while back, you can use them if you find the need.

Image
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boru
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Re: Swamplings

Post by boru »

Aura wrote:I too think more goblin units would be nice. Even if you can't recruit them. The leader at least should be able to advance some more. Definatly give the goblins some more move points in the swamp, it gets somewhat aggravating having them move 1-2 spaces at a time. Make the keep in the middle have more recruit slots as well (2-3 more).
Aura, thanks for your comments. There will be some more non-gobo allies like Ronry and Kennison in later scenarios. So there's more variety ahead. Clammie will have some advancement opportunities. I think adding more units to that keep would make the first keep unnecessary.
Aura wrote:The taming thing is great, as many tamable things as you can put in, the better. Perhaps you should change it to a ranged net (4-3 or whatever) and let the leader keep it through the whole campaign, and that way it can help him in combat too.
At this stage there are only the bats in part 2 and the rat in 5, and of course the wolves that Eeep already trained. I'll see if I can squeeze in some more, cause they are fun. The net is a cool idea, unfortunately I can't use it because of some other business I have planned with nets.
Aura wrote:Also, would Saurians really have bats/wolves ? Maybe instead use a lizard and dragonlings ?
Actually I didn't intend that. They don't have bats or wolves, although it's clear how you got that idea, since they don't attack each other. The bats and wolves will be on a different team in the next release.
Aura wrote:I made some graphics a while back, you can use them if you find the need.
I appreciate the gesture. I probably won't be adding much in the way of new units, unless I completely revise what I'm planning. Thanks for your comments and ideas.
“It is written in my life-blood, such as that is, thick or thin; and I can no other.” - J.R.R. Tolkien

My campaign: Swamplings - Four centuries before the founding of Wesnoth, the first wolf rider emerges from a tribe of lowly swamp goblins.
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boru
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Re: Swamplings

Post by boru »

tsr wrote:
S-It_Takes_A_Swampling_replay.tar.gz
This is so hilarious. I envisioned this scenario as just Clammie on his own (akin to LoW The Chief Must Die, that one where Kalenz and Landar creep through the orc town and kill their chieftain). You've got a full-fledged army of bats swooping all over the map and kicking the Archduke's butt! Okay, I think the best way to fix this is to remove Clammie's ability to recruit for this scenario. It's either that or take out all the decorative keeps (or render them inoperable with some nefarious programming trick). It makes sense to the storyline that Clammie is now far from home and can't recruit goblins and bats inside a human town.
tsr wrote:
boru wrote: Where could I learn how to use an AI mechanism to make these look better?
I don't really know, have you looked at managing the 'new' ai or maybe search the wiki for FAI?
Thanks! I didn't know about this!
“It is written in my life-blood, such as that is, thick or thin; and I can no other.” - J.R.R. Tolkien

My campaign: Swamplings - Four centuries before the founding of Wesnoth, the first wolf rider emerges from a tribe of lowly swamp goblins.
ydcl
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Re: Swamplings

Post by ydcl »

Hi, I try to play again the second scenario, but when I load, the gz file, I can't find the "end of turn" buttom. Is that normal .
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boru
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Re: Swamplings

Post by boru »

ydcl, there's nothing in my code that would make the End Turn button go away. :shock:

Does this happen with any other campaign or just with this one?
“It is written in my life-blood, such as that is, thick or thin; and I can no other.” - J.R.R. Tolkien

My campaign: Swamplings - Four centuries before the founding of Wesnoth, the first wolf rider emerges from a tribe of lowly swamp goblins.
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artisticdude
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Re: Swamplings

Post by artisticdude »

Don't take everything at face value, this probably has nothing to do with your campaign. :) It sounds like a GUI problem to me. I have never seen any add-on affect the end-turn button (I don't believe it's possible for them to affect it), and I believe there must be a simple and logical explanation for this.

@ydcl: could you possibly post a screenshot of the game with this campaign loaded?
"I'm never wrong. One time I thought I was wrong, but I was mistaken."
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boru
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Re: Swamplings

Post by boru »

artisticdude wrote:... I believe there must be a simple and logical explanation for this.
Maybe a goblin ate it.
“It is written in my life-blood, such as that is, thick or thin; and I can no other.” - J.R.R. Tolkien

My campaign: Swamplings - Four centuries before the founding of Wesnoth, the first wolf rider emerges from a tribe of lowly swamp goblins.
ydcl
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Re: Swamplings

Post by ydcl »

Funny, I don't have the same problem ! Maybe it's my computer. I swear, I wasn't drunk or smoked ! :lol2:
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WHY
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Re: Swamplings

Post by WHY »

I can't beat the "It takes a swampling" level. whenever I kill the duke i lose.
ps. his guards atack him
Just why man?
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boru
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Re: Swamplings

Post by boru »

Talk to the archer in the courtyard and the objectives will change.
“It is written in my life-blood, such as that is, thick or thin; and I can no other.” - J.R.R. Tolkien

My campaign: Swamplings - Four centuries before the founding of Wesnoth, the first wolf rider emerges from a tribe of lowly swamp goblins.
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WHY
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Re: Swamplings

Post by WHY »

boru wrote:Talk to the archer in the courtyard and the objectives will change.
he atacks me
Just why man?
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boru
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Re: Swamplings

Post by boru »

Try restarting the scenario. This time, don't attack anyone. Just approach the archer. I know that's counter-intuitive, I'll fix it in the next update.
“It is written in my life-blood, such as that is, thick or thin; and I can no other.” - J.R.R. Tolkien

My campaign: Swamplings - Four centuries before the founding of Wesnoth, the first wolf rider emerges from a tribe of lowly swamp goblins.
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Elvish_Hunter
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Re: Swamplings

Post by Elvish_Hunter »

boru wrote:4. Okay, I hear you. I do want this scenario to end with Clammie having only one hitpoint when he meets Shining, because if Clammie was in anything like healthy condition, he'd certainly try to kill Shining. So healing plants would kind of mess that up. Maybe I'll give the mosquitoes zero attack points.
Or, you can do something like this:

Code: Select all

[event]
  name=attack
  first_time_only=no
  [filter]
    type=Mosquito
  [/filter]
  [store_unit]
    variable=stored_Clammie
    [filter]
      id=Clammie
    [/filter]
  [/store_unit]
  {FORCE_CHANCE_TO_HIT (type=Mosquito) (id=Clammie) 0 (
     [variable]
         name=stored_Clammie.hitpoints
         equals=1
     [/variable]
 )}
[/event]
that, when a Mosquito attacks Clammie, if Clammie has 1 hitpoints will never be hitten, otherwise he can be hitten. Warning: code untested.
boru wrote:The Giant Rat unit is from Descent into Darkness, it used to look like a bunch of rats clustered together into one unit, but Stern did some excellent work updating it and animating it. That unit is level 0 and as you noticed, it doesn't go any higher. I didn't plan to do much more with the rats than just this little bit.
About the Giant Rat, just a small suggestion in case that you're planning to keep the unit with the player for more scenarios: what about adding an AMLA system (maybe like this:
  • + 1 melee damage, + 20% XP penalty
  • + 1 melee attack, + 100% XP penalty
  • + 4 hitpoints, + 20% XP penalty)? :)
Finally, if you need more Goblin units, there are some in Era of Magic, with full animations.
Current maintainer of these add-ons, all on 1.16:
The Sojournings of Grog, Children of Dragons, A Rough Life, Wesnoth Lua Pack, The White Troll (co-author)
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boru
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Re: Swamplings

Post by boru »

Elvish_Hunter, thanks for the ideas.

I'm trying a new approach with the mosquito. I want there to be at least the possibility of dying from a mosquito bite, however there will be a strategy element to this, not simply dumb luck determining if you live or die (as in the current version). I plan to upload a new version sometime today and I'm looking forward to seeing the group's reaction.

An AMLA system for our giant rat companion is an excellent idea -- I will definitely implement this, if not today, then in the next update.

I will also investigate the Era of Magic gobos. I don't know the multiplayer campaigns at all. Thanks for the tip!
“It is written in my life-blood, such as that is, thick or thin; and I can no other.” - J.R.R. Tolkien

My campaign: Swamplings - Four centuries before the founding of Wesnoth, the first wolf rider emerges from a tribe of lowly swamp goblins.
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