The Sojournings of Grog (3.6.1 is out)

Discussion and development of scenarios and campaigns for the game.

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Anonymissimus
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Re: The Sojournings of Grog (1.8)

Post by Anonymissimus »

Daravel wrote:My WML is bog basic - seeing as I've only just started playing with it. But is it possible to put the filter in the event WML instead? I can't give specific code but: If nearest hex (filter for water only) is free then when unit moves to hexes ##,## , ##,## or ##,## create a naga in nearest hex ELSE do nothing - so that when a unit moves near the village, it checks for the nearest free water hex and spawns a naga there.
The NEAREST_HEX macro from Dead Water can be used to calculate a nearest free hex which isn't of some impassable terrain types...
I have one too, but it's using lua now.
projects (BfW 1.12):
A Simple Campaign: campaign draft for wml startersPlan Your Advancements: mp mod
The Earth's Gut: sp campaignSettlers of Wesnoth: mp scenarioWesnoth Lua Pack: lua tags and utils
updated to 1.8 and handed over: A Gryphon's Tale: sp campaign
Daravel
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Re: The Sojournings of Grog (1.8)

Post by Daravel »

Doesn't the placement tag in [unit] already endeavour to place it in the nearest hex? Or is that only if you set the placement to leader? I can't check right now though. Failing that, I'm pretty certain if you put a side # starting flag on a hex, then set the unit as the leader and set it's placement for that, then it will put it in the nearest hex. Then, you just put the terrain filter into the event WML - if that is possible.
Alduin
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problem with hero recalls

Post by Alduin »

Hi! I seem to be having a problem with hero recalls. I'm using Wesnoth 1.8.2.

Playing B6-The_Back_Door, I start with only Grog, Ormrom and Hazdrubal. Come to think of it, Elyssa, hasn't been showing up in prior scenarios either. None of the heroes have died (well, they have, but I reloaded from saves--meaning that the heroes haven't died within the continuity of the game saved thus far-- so it shouldn't be a problem, right?)

The mission objectives are to 1. get Grog to the signpost in the north-east and 2. get Jaash to the signpost in the north-west, but since I don't have Jaash (and even there is no lvl 2 Gryphon in my recall list) I can't complete this scenario XD

Looking at the .cfg I see:

{MOVE_UNIT_IN Grog 16 31 16 28}
{MOVE_UNIT_IN Zurg 16 31 16 27}
{MOVE_UNIT_IN Elyssa 16 31 17 28}
{MOVE_UNIT_IN ogreboss 16 31 15 28}
{MOVE_UNIT_IN Ormron 16 31 17 29}
{MOVE_UNIT_IN gryphonboss 16 31 15 29}

I don't know WML but I tried getting the heroes back by inserting into the [event] start with no luck:
[recall]
id=Elyssa
[/recall] ...etc
I also tried including in [event] prestart
{VARIABLE isalive_Elyssa yes} ...etc
even though the heroes haven't died, also with no luck.

To affect the changes I modified the .cfg file B6-The_Back_Door using a text editor (keeping a backup of the original, of course). I then put the modified .cfg in TSoG/Scenarios/, and then I reloaded from the last turn of B5-Defense in wesnoth.

Why aren't the heroes showing up?

Cheers!
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Elvish_Hunter
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Re: The Sojournings of Grog (1.8)

Post by Elvish_Hunter »

Anonymissimus wrote:The NEAREST_HEX macro from Dead Water can be used to calculate a nearest free hex which isn't of some impassable terrain types...
Thanks Anonymissimus, I already knew this macro due to your campaign :wink: Now I just need to understand how it works and try to use it. Probably it will be useful also in some sighted/moveto+[filter_vision] events.
Daravel wrote:Might be better to have the bandit whose death triggers the second conversation be situated to the back of the group so he dies last - have it so he doesn't move?
By switching the positions of two bandits and giving to this one the {GUARDIAN} suffix? I'll try.
Daravel wrote:Maybe reduce the numbers of bandits as well? Rather than making the Cactose sparse. Another solution would be to give more the player more Elves so the experience is shared more. It's a long scenario with 4 major battles in it; it's going to give a lot of experience either way. It really depends if the player having a full set of level 3 Elves by the 3-4 scenario is a big problem for the campaign - You can always change A long way home to one more focused on charging through the desert at speed instead of fighting.
If I recall corrrectly, in the prologue Kaleh says that he isn't giving much elves to Grog, because otherwise they will slow him down. Having a bigger map requires having more enemy, usually. And with more enemies, you have to open your way through by fighting. By the way, having the Elves full leveled quickly isn't a great problem, because they in A3, A4, A5 and A7 won't have much chances to do something useful: in these cave scenarios, Trolls are much better. This said, do you find it a good solution to give the player 4 more units: a Fighter, an Archer, an Hunter and a Shaman?
Daravel wrote:It isn't really a big problem. if you're fine with her teleporting, then leave it as it is.
For me it's fine. It will be interesting to listen Eros' opinion, but he will come back in September...quote="Daravel"]My WML is bog basic - seeing as I've only just started playing with it. But is it possible to put the filter in the event WML instead? I can't give specific code but: If nearest hex (filter for water only) is free then when unit moves to hexes ##,## , ##,## or ##,## create a naga in nearest hex ELSE do nothing - so that when a unit moves near the village, it checks for the nearest free water hex and spawns a naga there.[/quote]Yes, this way is possible. But WML doesn't include a [nearest_hex] tag or key, so I'll have to use that macro from Dead Water and experiment with it.
Daravel wrote:It doesn't make sense for Zurg to stay there with very few Trolls to defeat an army of Dwarves
In A3, Grog has only four Trolls as bodyguards. So, the great part of the army is with Zurg.
Daravel wrote:Also, where did all these Trolls come from anyway? Haven't the Dwarves been in complete control for several weeks/months? Suddenly there are lots of them.
Not complete control. Some Trolls were hiding in the villages. The Dwarves have an advantage, but Trolls aren't yet completely defeated.
Daravel wrote:Therefore, I propose that all the Trolls abandon the village due to the threat of the Dwarves returning (plus, to kill the leader to the south). Then, they all go with the un-dead at the end of the scenario because to stay would mean death at the hands of the Dwarves. This then leaves the problem of why would they return to the village... The Lich would then try to seize the Trolls old home, plus, he is still at war with the Dwarves. The Trolls' plan could be to wait till they are locked in combat with each other and deal a significant blow to each of them.Perhaps I'm making it too complex?
The only thing that you've missed is that, initially, the Trolls have the hope to keep their old home. Clearly, being attacked first by Undead, and later by Dwarves (in B1) and Orcs (A6, B2), this will no longer be possible. And, if the Dwarves and the Undead are fighting each other, then the good choice for Grog will be to wait until both of them have almost destroyed each other, finish the work by destroying both, and keep their old home without any problem.
Daravel wrote:How can I fix the debug causing replays to not work? Did the save file make everything clear?
I'm not sure, but I fear that there is no way to fix a replay corrupted by debug console. Maybe you can ask in the WML Workshop to have a confirmation.
Daravel wrote:Oh, not sure if I posted this idea or not. But can't you have the imprisoned units spawn on the hex that their captor died on? I imagine that you can't kill and spawn a unit on the same hex in the same event. But, can't you have the unit die, then the captured unit speak and then appear?
In these days, I just finished reworking the prisoner code in A3 because, after Eros' playtest, I noticed a bug: if a computer unit (the same unit) kills two player units, and then the player kill it, only one prisoner is unstored. It took me a lot of time to fix it. Theoretically, what do you suggest is possible by using the key find_vacant=no in the unstore event. But, doing it the way I fixed the code, if the player has two units to be unstored, then one of these two may overwrite one player or computer unit.
Alduin wrote:Playing B6-The_Back_Door, I start with only Grog, Ormrom and Hazdrubal. Come to think of it, Elyssa, hasn't been showing up in prior scenarios either. None of the heroes have died (well, they have, but I reloaded from saves--meaning that the heroes haven't died within the continuity of the game saved thus far-- so it shouldn't be a problem, right?)
Welcome to the forums, Alduin! You need to know that, between 2.7.5 and 2.8.0, I changed several unit IDs. So, if you cross-played between these two versions, what are you reporting may happen. The quickest solution that I can tell you is to use hack start, this means restart playing the second part of the campaign from the campaign menu.I have no idea about the Jaash problem, however. Can you post your start-of-scenario savegame?
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)
Daravel
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Re: The Sojournings of Grog (1.8)

Post by Daravel »

Elvish_Hunter wrote:If I recall corrrectly, in the prologue Kaleh says that he isn't giving much elves to Grog, because otherwise they will slow him down. Having a bigger map requires having more enemy, usually. And with more enemies, you have to open your way through by fighting. By the way, having the Elves full leveled quickly isn't a great problem, because they in A3, A4, A5 and A7 won't have much chances to do something useful: in these cave scenarios, Trolls are much better. This said, do you find it a good solution to give the player 4 more units: a Fighter, an Archer, an Hunter and a Shaman?
I don't specifically recall Kaleh saying he won't give Grog many Elves. But when I think about it, I'm not sure it's the best solution. It's true that the Elves don't see much use in the later scenario's (but, that's because you aren't given them in First Contact and Deep Levels, I recall some for Siege perilous). It might be a good idea to remove 5-6 enemies off the map in a few places to provide less experience though.
Elvish_Hunter wrote:Yes, this way is possible. But WML doesn't include a [nearest_hex] tag or key, so I'll have to use that macro from Dead Water and experiment with it.
Can't you use the placement tag/key? Put that in the naga's unit WML? I'm just guessing here based on what I've read in the wiki. However, I do have a potential solution to the whole thing:

I don't remember that part of the map exactly, so if I'm not clear I can screenshot it and explain, but here goes.
The water tiles lead from the cave to the village and stop; create another water hex that goes North on the map so that it is just a small cove. The player will never put any units in that hex because it goes nowhere. Therefore, when a player steps on the village, you can almost guarantee that the hex will be free; plus, they will be ZOC'd in that small area.

### W <----- create this water hex
C C W
### W
### W
### W
### V(illage)
Elvish_Hunter wrote:In A3, Grog has only four Trolls as bodyguards. So, the great part of the army is with Zurg.
Elvish_Hunter wrote:Not complete control. Some Trolls were hiding in the villages. The Dwarves have an advantage, but Trolls aren't yet completely defeated.
This makes more sense, but it doesn't actually happen in the campaign. There are about 6 Trolls on the map and 4 of them come with you. One thing you could do is that when you defeat the last Dwarf in Grog's home that lots of Trolls of varying levels appear and say they will defend it until they return. Then at the end Zurg say he will go and lead them.
Elvish_Hunter wrote:In these days, I just finished reworking the prisoner code in A3 because, after Eros' playtest, I noticed a bug: if a computer unit (the same unit) kills two player units, and then the player kill it, only one prisoner is unstored. It took me a lot of time to fix it. Theoretically, what do you suggest is possible by using the key find_vacant=no in the unstore event. But, doing it the way I fixed the code, if the player has two units to be unstored, then one of these two may overwrite one player or computer unit.
That could be a problem :) You could have it so that an NPC can only capture one unit and that a nearby unit will take the second one. You can tell the player this by telling them to look out for the small blue 'captor' markers at the start of the scenario. You could make it so that the find_vacant-no only works if one unit has been captured and find another workaround for when there is two?

I've realised that there is a fair bit of story that is never fully explained in the dialogue's; such as how many Trolls are staying to defend and why. I'm going to play through the whole campaign doing the like-for-like dialogue changes and when I fully understand the plot I can work on stuff like this.
Anonymissimus
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Re: The Sojournings of Grog (1.8)

Post by Anonymissimus »

Elvish_Hunter wrote:
Anonymissimus wrote:The NEAREST_HEX macro from Dead Water can be used to calculate a nearest free hex which isn't of some impassable terrain types...
Thanks Anonymissimus, I already knew this macro due to your campaign :wink: Now I just need to understand how it works and try to use it. Probably it will be useful also in some sighted/moveto+[filter_vision] events.
Don't look in my campaign if you don't want to deal with lua. If you encounter [some_tag] ([nearest_hex]) you don't know whether you can find it in the reference wml.
As for sighted events, I wouldn't work on them until the outcome of this is clear:
Sapient wrote:I'm afraid that filter_vision also has known bugs with potential MP OOS and replay corruption which are possible if any player has "delay shroud updates" turned on.

The good news is that both sighted events and filter_vision may get totally fixed this summer by one of the GSoC students when he introduces a route planning system.
Daravel wrote:Can't you use the placement tag/key? Put that in the naga's unit WML? I'm just guessing here based on what I've read in the wiki.
The wesnoth engine tends to not check whether the location which is currently being considered has suitable terrain for a unit that is to place. [unstore_unit]find_vacant=yes has this fault. A test is needed, however.
projects (BfW 1.12):
A Simple Campaign: campaign draft for wml startersPlan Your Advancements: mp mod
The Earth's Gut: sp campaignSettlers of Wesnoth: mp scenarioWesnoth Lua Pack: lua tags and utils
updated to 1.8 and handed over: A Gryphon's Tale: sp campaign
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Elvish_Hunter
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Re: The Sojournings of Grog (1.8)

Post by Elvish_Hunter »

Daravel wrote:I don't specifically recall Kaleh saying he won't give Grog many Elves.
Ok, probably I was remembering the old dialogue from 1st version of TSoG.
Daravel wrote:It might be a good idea to remove 5-6 enemies off the map in a few places to provide less experience though.
OK.
Daravel wrote:I don't remember that part of the map exactly, so if I'm not clear I can screenshot it and explain, but here goes.The water tiles lead from the cave to the village and stop; create another water hex that goes North on the map so that it is just a small cove. The player will never put any units in that hex because it goes nowhere. Therefore, when a player steps on the village, you can almost guarantee that the hex will be free; plus, they will be ZOC'd in that small area.
Creating a deep water hex is a very quick fix. I'll do it, thanks.
Daravel wrote:This makes more sense, but it doesn't actually happen in the campaign. There are about 6 Trolls on the map and 4 of them come with you. One thing you could do is that when you defeat the last Dwarf in Grog's home that lots of Trolls of varying levels appear and say they will defend it until they return. Then at the end Zurg say he will go and lead them.
Maybe it's not so clear, but when you find the first Troll you can start recruiting Trolls. And if you recruit, you'll end the scenario with more than 6 Trolls.
Daravel wrote:That could be a problem You could have it so that an NPC can only capture one unit and that a nearby unit will take the second one. You can tell the player this by telling them to look out for the small blue 'captor' markers at the start of the scenario. You could make it so that the find_vacant-no only works if one unit has been captured and find another workaround for when there is two?
Probably yes, but I don't want to cause myself a serious headache :) And, for now, I have no idea on how to do your first option, while the second could be something like [if] [not] [have_unit] side=1 [then] find_vacant=no [else] find_vacant=yes. Obviously, this is just a non-working pseudo-code!
Daravel wrote:I've realised that there is a fair bit of story that is never fully explained in the dialogue's; such as how many Trolls are staying to defend and why. I'm going to play through the whole campaign doing the like-for-like dialogue changes and when I fully understand the plot I can work on stuff like this.
To fully understand the plot is needed to know also the UtBS plot.
Anonymissimus wrote:Don't look in my campaign if you don't want to deal with lua. If you encounter [some_tag] ([nearest_hex]) you don't know whether you can find it in the reference wml.
Ok, I must have made a mistake. But, I remember that once I saw a comment in a campaign that pointed to the NEAREST_HEX macro from Dead Water. I always had in mind to use it, but never found the time to implement it.
Anonymissimus wrote:As for sighted events, I wouldn't work on them until the outcome of this is clear:Sapient wrote:I'm afraid that filter_vision also has known bugs with potential MP OOS and replay corruption which are possible if any player has "delay shroud updates" turned on.The good news is that both sighted events and filter_vision may get totally fixed this summer by one of the GSoC students when he introduces a route planning system.
On 2.8.0, I integrated several sighted event with moveto+[filter_vision] as a workaround for the bugged sighted event. Now I discover that also the bugfix was bugged. :( I just hope that, as Sapient wrote, both events will be fixed. The funny thing is that I was going to modify the sighted events like in Love to Death (code from Back to Karenin):

Code: Select all

    [event]
        name=sighted,moveto
        first_time_only=yes
        [filter]
            type=Walking Corpse
            [filter_vision]
                viewing_side=1
            [/filter_vision]
        [/filter]
        [message]
            speaker=Aleva
            message= _ "What is this horror? Poor creature, we shall free his soul."
        [/message]
    [/event]
but clearly, for now I won't do this.
Anonymissimus wrote:The wesnoth engine tends to not check whether the location which is currently being considered has suitable terrain for a unit that is to place. [unstore_unit]find_vacant=yes has this fault. A test is needed, however.
You mean testing in which hex unstore the unit with the NEAREST_HEX macro from DW, right?
About the bug reported by arobinson that I fixed some time ago, I noticed that this bug was reported after a similar problem in The Founding of Borstep:
bug #16148: Assertion failed: !wml_triggered
I noticed that, apparently, recalling a unit in a victory event crashes Wesnoth. Should I try to create a mini-campaign to show the problem and attach it to a bug report?
I also noticed that TSoG is the third most downloaded campaign, after Invasion from the Unknown and Fate of a Princess. I just want to thank everyone that played it :D
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)
Eressunasar
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Re: The Sojournings of Grog (1.8)

Post by Eressunasar »

Thanks to the devs of this campaign, although it isn't finished yet, its one of the most amusing i have played.

The plot is deep, in terms of sense (deep plots can always be improved), balanced in length, not too boring, or desperating and with enough dialogues to keep you hooked every battle.

Maybe its too much work, but ill add a lvl 4 for Grog, giving him a special name (maybe hammer of foes, or Bane Hammer) improving a bit his health, damage and inspiring skill.

An idea for a Grog lvl 4, could be retrieving a Dwarf hammer, in the tunnel scenario, were Zurg told there was ancient magic sealed (the one you find the dwarf cristal to replenish health).

When the lava elementals show up, they could have a Castle, and his leader the Hammer... this could lead to attack the lich, leading some elementals directly undergound, giving you the choice to attack with ogres/griffons, or with elementals... but, maybe too much info for now xD

For troops, maybe add the chance to recruit chamans (maybe a cool name would be Troll Warlocks? or Rock/Stone/Earth Warlocks?)

The shield/inspiring skill, just great

For scenarios, Homecoming its a bit too long, but the greatest one, i guessed the undead knight would turn on you, so i sent the trolls alone to attack the dwarf, and completly surrounded the Knight to kill him after he turns against you... to my surprise the scenario ended xD. Beat it in about 64 turns

Every troll to do his duty its a bit easy, but also a cold breeze after all those hard and long previous ones.

And... thats all , all the ideas that come right now, but there are others i will try to explain later.

For the record, i wasnt signed in this forum yet, but after this amazing campaign, i had to post my oppinion :)

Keep up the good work!
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Elvish_Hunter
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Re: The Sojournings of Grog (1.8)

Post by Elvish_Hunter »

Eressunasar wrote:Thanks to the devs of this campaign, although it isn't finished yet, its one of the most amusing i have played.
Eressunasar wrote:For the record, i wasnt signed in this forum yet, but after this amazing campaign, i had to post my oppinion Keep up the good work!
Welcome to the forums, Eressunasar. I'm honoured to receive a feedback like this. 8)
Eressunasar wrote:Maybe its too much work, but ill add a lvl 4 for Grog, giving him a special name (maybe hammer of foes, or Bane Hammer) improving a bit his health, damage and inspiring skill.
There are two main problems with this: first, this could overpower Grog too much. After all, mainline Great Troll doesn't have the inspire ability and improved movement on sand. Second, I'm not an artist, so I can't make a Level 4 Troll sprite. Finally, this campaign is planned to be playable, in future, also with Dwarves (Rogrimir option), and to make both Troll and Dwarves options balanced this will require having also a Level 4 Rogrimir, with its sprite. Otherwise, having Grog that can go up to L4 and Rogrimir blocked at L3 will unbalance the campaign in favour of Troll players.
Eressunasar wrote:When the lava elementals show up, they could have a Castle, and his leader the Hammer... this could lead to attack the lich, leading some elementals directly undergound, giving you the choice to attack with ogres/griffons, or with elementals... but, maybe too much info for now xD
The Elementals are placed to give a reason to the Trolls sealing the tunnel. Having cheap (in terms of cost) impact and fire units, with high resistances, like the Elementals are, will unbalance the campaign and make the Nemesis scenario too easy. Also, Trolls' magic is quite simple, learning the elemental magic required to control the Elementals will be too difficult for them.
Eressunasar wrote:For troops, maybe add the chance to recruit chamans (maybe a cool name would be Troll Warlocks? or Rock/Stone/Earth Warlocks?)
This was already discussed before. The opinion of the original developers (read: Eros) was that Trolls smart enough to learn magic and become Shamans are quite rare: allowing this recruitment will make them too common.
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)
Eressunasar
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Re: The Sojournings of Grog (1.8)

Post by Eressunasar »

I see, the campaign seems quite balanced at this point anyway, so i guess you are right about my suggestions, my fault for read only the first pages of this thread xD

About the elementals, the idea came when Elyssa said something about studying them, maybe getting only one, same as with the Shamans won't be so unbalancing.

I prefer to see an elemental joining Grog army rather than humans, but again, at this point they seem to do something with the campaign plot, so... maybe too late?

i have to finish the first campaign anyway, after that, maybe i can tell something more :)
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Re: The Sojournings of Grog (1.8)

Post by Eros »

Elvish_Hunter wrote:I also noticed that TSoG is the third most downloaded campaign, after Invasion from the Unknown and Fate of a Princess. I just want to thank everyone that played it
Apart from the fact that it is an amazing campaign it is so popular because Marz and I made sure it went up on the server as soon as 1.8 was released this means that it is on the "first page" of campaigns a user sees. You want to have someone repeat that for you with 1.9.
I am talking in the order 20 minutes.

Keep up the good work.

See you after the summer.

EDIT: I notice that 1.9 has gone up while I write so as I havent got the files does someone want to do something. :)
"Genius is 10% inspiration and 90% perspiration" (Thomas Edison) Which is why I smell so bad!
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Re: The Sojournings of Grog (1.8)

Post by Elvish_Hunter »

Version 2.8.4 is on the 1.8 server.
Main changes, this time, are Daravel's dialogues for A5 and corrections for prologue, A1 and A2, Elyssa no longer teleports in A2 (just walks) and some sighted events are integrated with a moveto+[filter_vision]+{NEAREST_UNIT} event, this means also that the campaign contains a new NEAREST_UNIT macro.
Eros wrote:You want to have someone repeat that for you with 1.9. I am talking in the order 20 minutes. EDIT: I notice that 1.9 has gone up while I write so as I havent got the files does someone want to do something.
The 1.9 binaries aren't yet out, there is only the SVN version that I can't use on Windows (it will require compiling). I wasn't planning to upload the campaign on the 1.9 server, first because I simply don't have the time to maintain two versions of the campaign. :( Second, most player will use the stable version anyway. Third, being the 1.9 series a development series (the next stable will be 1.10), I'd like to avoid the development bugs.
I'm planning to upload the campaign directly to the 1.10 server, when such server will be ready - at least this is my idea for now.
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)
Daravel
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Re: The Sojournings of Grog (1.8)

Post by Daravel »

Spoiler:
Last edited by Daravel on July 25th, 2010, 2:21 am, edited 1 time in total.
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Eros
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Re: The Sojournings of Grog (1.8)

Post by Eros »

The 1.9 binaries aren't yet out, there is only the SVN version that I can't use on Windows (it will require compiling). I wasn't planning to upload the campaign on the 1.9 server, first because I simply don't have the time to maintain two versions of the campaign. Second, most player will use the stable version anyway. Third, being the 1.9 series a development series (the next stable will be 1.10), I'd like to avoid the development bugs.
I'm planning to upload the campaign directly to the 1.10 server, when such server will be ready - at least this is my idea for now.
OK, :) but 1.9 will be very similar to 1.10 so will ease transition a lot. When 1.9 comes out 1.8 will remain very similar so there will be little need to maintain that release. As I said before the popularity (in number of downloads) is very closely related to how near to the top it is.

NB: Someone could suggest to the developers making the list rank in order of popularity by default. (Or a "user rating" system)

Keep up the good work
"Genius is 10% inspiration and 90% perspiration" (Thomas Edison) Which is why I smell so bad!
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Re: The Sojournings of Grog (1.8)

Post by Daravel »

Look at me, Mr Productive.

First changes for 'Nemesis' and a few questions along with it - As usual.

1) Who is riding the Gryphons? Unless I'm much mistaken, they were riderless in 'Every Troll to do his duty'

2) The Lich was immune to damage in 'First Contact' but now he is not? What changed? One thing you could do is this:

- You could create 3 more of the tunnels guarded by 1 unit with the gold and 3 prisoners in and put a power crystal in them. You then have to find and destory all 3 to destory the spell that gives him invulnerability. You could move the white mage into the first prison cell and he can tell you about the crystals.

3) I felt there were a lot of units to kill in the beggining, it made it more of a chore than a challenge. I tried recruiting level 1 + 2's so I could level them all up. In the end, I got 3's and a few 2's. The whole level is just a mash through lots of units. Especially if you aren't quick enough getting the first two leaders. It could do with there being less units to deal with from the first two leaders

4) The south end tunnel which is the one you flee down in 'First Contact' is very different from the version in 'First Contact'

5) The gold chest in the north doesn't disapear after you take it.

6) The first prisoner I released is 'Krunk' even though he is now Zurg and I already have Zurg (of course). I can attach a replay if you like?

7) What happens if there are no prisoners from 'First Contact' - are those tunnels empty?

8) In the cage where I got Frokk - there isn't an image of him in prison, but a balck shape with a '?'

Just looking at the next scenario before bed. Looks like a ton of dialogue to be done in the storyboards. Yippie :)

Edit: Annnd attach the file
Attachments
The Sourjournings of Grog.rtf
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