The Sojournings of Grog (3.6.1 is out)

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Feufochmar
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Re: The Sojournings of Grog (1.8)

Post by Feufochmar »

About the Scepter of Fire, IftU assumes Elynia disassembled it, retrieved the Ruby of Fire and attached it to her staff. See Future history, year 1092 YW.
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Re: The Sojournings of Grog (1.8)

Post by Elvish_Hunter »

Eros wrote:OK, then. I give in. lets have a great ogre!
I'm sure that many players will appreciate keeping this unit - especially when Monroid will finish the new sprites. :)
Eros wrote:Not played the dark hordes. we dont have to agree with anything thats not mainline but we could at least try. the sceptre of fire was purely meant to be a fun end. it could be scrapped no prob
Feufochmar wrote:About the Scepter of Fire, IftU assumes Elynia disassembled it, retrieved the Ruby of Fire and attached it to her staff. See Future history, year 1092 YW.
Yes, Feufochmar, effectively I remembered that page, I was just making a mistake in the timeline. No problem anyway for our purposes: the Sceptre of Fire is disassembled before The Fall, and so before UtBS and TSoG. Nothing of the stuff listed on that page is mainlined anyway, with the exception of UtBS, so as Eros said we don't have to follow what it's written here, but we can try to avoid contrast if possible. And some time ago, I thinked to replace the Sceptre of Fire with the Sceptre of Life (from the homonymous abandoned campaign).
Eros wrote:cant comment on first but the second is good advice. nested events are a pain. they only normally cut out one variable check anyway(see A0).
About wmllint and wmlscope, the question is simple: if the output isn't clean for both, the campaign can't be mainlined. Exception: Dead Water, that have some small wmllint problems due to use of macros to create Kai Krellis exactly as we use macros to create Grog (at least, this was true some time ago).
And about nested events, I removed all of them from A0, that seems to work fine and that I'll upload in the next few days.
Eros wrote:OK, they ought to be weak to blade whatever. a nice fleshy cactus will be weak to blade and that means we can upgrade fencers and gryphons easily.
Exactly as it is: 0% resistance to blade.
Eros wrote:dont complicate the scenario by the multihex attack. leave it as a novelty for C2.
Really it doesn't complicate it. To use it, you just right-click on the enemy to attack and choose the corresponding menu item. And it's only one macro, that can always be commented out or removed.
Eros wrote:Youd have to rework the story line for that to happen. have a new map with no river and you just meet two bands of saurians having a squabble. the orcs would then catch up with you in B4. I like that idea as I never liked my B3. maybe I'll give it a go when I get home. If you dont mind!
But of course I don't mind! :wink: When I have some time, I'll try as well to create a new map and post it. Of course, considering that Saurians have good movement and defense on some terrains, and are weak against impact (Trolls), fire (Shamans and Elyssa), cold (Shamans) and blade (Gryphons, Ogres and Elyssa), we need to make a map with good terrains for them: hills or swamps or caves. Maybe hills for continuity with the end of B2, and some swamp because usually Saurians live here. Avoid snow and ice at all cost!
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Re: The Sojournings of Grog (1.8)

Post by shadowblack »

I finished scenario 5 some time ago but forgot to post my comments. :oops: Now I finished scenario 6 too, and decided to post my comments before I forget again.

Scenario 5:
Spoiler:
Scenario 6:
Spoiler:
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Re: The Sojournings of Grog (1.8)

Post by Eros »

Elvish_Hunter wrote:Yes, Feufochmar, effectively I remembered that page, I was just making a mistake in the timeline. No problem anyway for our purposes: the Sceptre of Fire is disassembled before The Fall, and so before UtBS and TSoG. Nothing of the stuff listed on that page is mainlined anyway, with the exception of UtBS, so as Eros said we don't have to follow what it's written here, but we can try to avoid contrast if possible. And some time ago, I thinked to replace the Sceptre of Fire with the Sceptre of Life (from the homonymous abandoned campaign).
IMHO, it should be, either the SoF or nothing. The SoL is in a non-mainline campaign. When Marz and I wrote the campaign outline we decided that it couldnt fit with IFTU so we wouldnt try. We therefore tried to write a campaign so that is agreed with UtBS and the mainline campaigns.
Elvish_Hunter wrote:Really it doesn't complicate it. To use it, you just right-click on the enemy to attack and choose the corresponding menu item. And it's only one macro, that can always be commented out or removed.
Its less of a novelty for C-2 though. C-2 is fairly run of the mill apart from the fun of having a multihex attack. The ship isnt meant to be a powerful fighting force anyway because the mermen are guarding it. Kaleh would hardly send his most powerful galleon with a troll and a few elves he might never see again.
Elvish_Hunter wrote:But of course I don't mind! When I have some time, I'll try as well to create a new map and post it. Of course, considering that Saurians have good movement and defense on some terrains, and are weak against impact (Trolls), fire (Shamans and Elyssa), cold (Shamans) and blade (Gryphons, Ogres and Elyssa), we need to make a map with good terrains for them: hills or swamps or caves. Maybe hills for continuity with the end of B2, and some swamp because usually Saurians live here. Avoid snow and ice at all cost!
Ha Ha Ha I win! The following works but needs balancing. changing the code so the saurians dont gang up on you might help.
B3:
I have done some thinking - again! - and have decided that new maps for A2 are necessary. Here is a possibility for A2-2. It is only half finished but tell me what you think please!
A2-2:
Some comments on the rest of the campaign.
1)maybe the Gryphon and Ogre bosses should join you at the start of B2 rather than randomly appear in S2. They could arrive and say "we heard about your victory over the lich so, after the winter was past, we gathered an army and came to your aid.". This would need discussion though.
2)The gryphon unit should be the same as mainline. not a reskinned Gryphon Master.
3)the NEAREST_UNIT macro is amazing.
ShadowBlack wrote:1) The change of available turns from 10 to 24 to 40 seems kind of pointless. Why not make it 40 from the start?
2) Give some hint how long it’ll be until the tunnel is ready
3) Maybe add some level 1 (and maybe 2) undead that randomly appear behind your forces to make the player keep attention instead of just smashing the undead. An explanation would be that these are some of the previously-destroyed undead raised again by the Lich, but now weaker because of their previous destruction
1 and 2 I agree with.
Instead of 3 howabout some undead swimmers are spawned from the water after say turn 10?
ShadowBlack wrote:An excellent way to earn a lot of (almost) free experience and level up a lot of troops (unless the RNG gods REALLY hate you).
Trolls are interesting to level. upgrading L1's is hard but then they are easy we thought skeletons, underground, in water (most players hold the undead at the water line) would be good experience.

@ShadowBlack
Yes, I was never sure about early B6 either. I havent any good ideas to replace it though I'll have a think.
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Re: The Sojournings of Grog (1.8)

Post by Elvish_Hunter »

Eros wrote:IMHO, it should be, either the SoF or nothing. The SoL is in a non-mainline campaign. When Marz and I wrote the campaign outline we decided that it couldnt fit with IFTU so we wouldnt try. We therefore tried to write a campaign so that is agreed with UtBS and the mainline campaigns.
Ok, then. So, it will remain the Sceptre of Fire; we'll try to invent something else only if and when IftU will be mainlined, fine?
Eros wrote:Its less of a novelty for C-2 though. C-2 is fairly run of the mill apart from the fun of having a multihex attack. The ship isnt meant to be a powerful fighting force anyway because the mermen are guarding it. Kaleh would hardly send his most powerful galleon with a troll and a few elves he might never see again.
Ahhh, I see... I originally added it because I liked it, without thinking too much of its story meanings. Fine then: I'll remove it from A0.
Eros wrote:Ha Ha Ha I win! The following works but needs balancing. changing the code so the saurians dont gang up on you might help.
I'll test it and add it for 2.10. Of course, this will mean that I'll delay again such release, if you don't mind.
Eros wrote:1)maybe the Gryphon and Ogre bosses should join you at the start of B2 rather than randomly appear in S2. They could arrive and say "we heard about your victory over the lich so, after the winter was past, we gathered an army and came to your aid.". This would need discussion though.
We have Ogres and Gryphons in B1 also. What about having them join immediatly in A7?
Eros wrote:2)The gryphon unit should be the same as mainline. not a reskinned Gryphon Master.
This will need to lower the Young Gryphon stats (a bit less HPs, 7-3 attack and less cost: what about 19?)
Eros wrote:3)the NEAREST_UNIT macro is amazing.
:D At first, to fix the sighted events not working correctly, I had sighted + attack events. Then I changed to sighted + moveto+[filter_vision], but I was in trouble when I needed the second unit to speak. Finally, one day I found the NEAREST_HEX macro from Dead Water and started modifying it, to make it working on units instead of hexes. And this is the story of NEAREST_UNIT macro. Thanks!
Eros wrote:ShadowBlack wrote:
1) The change of available turns from 10 to 24 to 40 seems kind of pointless. Why not make it 40 from the start?
2) Give some hint how long it’ll be until the tunnel is ready
3) Maybe add some level 1 (and maybe 2) undead that randomly appear behind your forces to make the player keep attention instead of just smashing the undead. An explanation would be that these are some of the previously-destroyed undead raised again by the Lich, but now weaker because of their previous destruction

1 and 2 I agree with.
Instead of 3 howabout some undead swimmers are spawned from the water after say turn 10?
So:
- start directly with 40 turns
- in the objective screen say "Resist for 16 turns (or whatever turns are required)"
- about undead swimmers, I can try.
Eros wrote:@ShadowBlack
Yes, I was never sure about early B6 either. I havent any good ideas to replace it though I'll have a think.
B6 is Every Troll To Do His Duty :eng: Anyway, in due time I added back the lava monsters, added the blind tunnels and the rats. What about some other enemies, like some other Rats, some Cockatrices (in a weakened version that slows instead of stoning, or that stones only for one turn? There is a similar code for this in both IftU and FoaP, if my memory doesn't fool me again) and some Water and Air Elementals?
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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Re: The Sojournings of Grog (1.8)

Post by shadowblack »

Scenario 7:
Spoiler:
EDIT: Scenario 8:
Spoiler:
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Re: The Sojournings of Grog (1.8)

Post by Eros »

Elvish_Hunter wrote:We have Ogres and Gryphons in B1 also. What about having them join immediatly in A7?
Hmmm, the reason they werent added to A7 in the beginning was that they were very likely to die. Maybe they could enter the caves at the end of A7. Or we could remove them from B1. Your call.
Elvish_Hunter wrote:This will need to lower the Young Gryphon stats (a bit less HPs, 7-3 attack and less cost: what about 19?)
Yes, but how-about less moves to take a little of the slack?
Elvish_Hunter wrote:A5 is Every Troll To Do His Duty Anyway, in due time I added back the lava monsters, added the blind tunnels and the rats. What about some other enemies, like some other Rats, some Cockatrices (in a weakened version that slows instead of stoning, or that stones only for one turn? There is a similar code for this in both IftU and FoaP, if my memory doesn't fool me again) and some Water and Air Elementals?
IMHO, No, I dont think thats the problem. Its more the map. I would leave the scenario as it is for now. Maybe the intro bit where krunk collapses the tunnel behind him needs more explanation.
NB: a few flying fire enemies like in UtBS might be worth a try.
ShadowBlack wrote:I would say this is a nice breather scenario, but the previous ones were not that hard.
I like A6 a lot. You are playing it on easy though. :)
ShadowBlack wrote:It would be better if the Ogre and Griffon join me at the start of this scenario, or at least if they give me a free ogre and griffon just to get me used to the idea of having something other than trolls.
Ideally you would have the Ogre and Gryphon bosses follow you but they would almost certainly die which is not good. A narrator quote like
Narrator: "You can now recruit Gryphons, and Ogres"
with suitable varients for how you did on the previous scenario.

NB: Your comments are really helpful.
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Re: The Sojournings of Grog (1.8)

Post by Daravel »

Just a heads-up. I've finished the preliminary stages of my other project (and will have something to show everyone in the next week!).

Therefore, I've decided to take a break from that and get back into my work here. I'm away until next Tuesday, but once I'm back I will make this my number 1 Wesnoth priority.
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Re: The Sojournings of Grog (1.8)

Post by shadowblack »

Scenario 9:
Spoiler:
Scenario 10:
Spoiler:
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Re: The Sojournings of Grog (1.8)

Post by Elvish_Hunter »

shadowblack wrote:(3) How clear did you find the scenario objectives?
Mostly clear, but why was the White Mage not mentioned in the objectives even though he was marked as a hero (i.e. someone who has to survive)?
shadowblack wrote:One last thing: Both the Ogre and the Griffon are marked with hero icons, as if they have to be kept alive, but no such thing is mentioned in the objectives. What happens if I lose them?
If you lose Ormron, you will have to play B4 and B6 differently and jump B5.
If you lose Jaash, you'll no longer be able to recruit Young Gryphons and play an alternative C1.
If you lose I-Gruk, you'll no longer be able to recruit Young Ogres.
As you can see, they're more than loyal units, but a bit less than heroes. Effectively, both overlays are wrong and maybe we need a third overlay.
shadowblack wrote:It would be better if the Ogre and Griffon join me at the start of this scenario, or at least if they give me a free ogre and griffon just to get me used to the idea of having something other than trolls.
In 2.10, if you managed to keep alive Jaash and I-Gruk, you will get a free Young Ogre and a free Young Gryphon. Thanks for your suggestion.
shadowblack wrote:For some mysterious reason the replay is corrupted and shows things that did not happen, such as drakes attacking undead and undead attacking undead, so I’m not posting it.
Please post it! WML should never cause corrupted replays, so I need it to see which command corrupts it and file a bug report.
Eros wrote:Hmmm, the reason they werent added to A7 in the beginning was that they were very likely to die. Maybe they could enter the caves at the end of A7. Or we could remove them from B1. Your call.
I went for the solution suggested by shadowblack (free L1 Ogre and Gryphon in A7).
Eros wrote:Elvish_Hunter wrote:
This will need to lower the Young Gryphon stats (a bit less HPs, 7-3 attack and less cost: what about 19?)

Yes, but how-about less moves to take a little of the slack?
I was sure that I was forgetting something, as usual... Fine: cost 18, 7 MP.
Eros wrote:NB: a few flying fire enemies like in UtBS might be worth a try.
I added the unit, I'll place it in the scenario for 2.10.1.
Eros wrote:Ideally you would have the Ogre and Gryphon bosses follow you but they would almost certainly die which is not good. A narrator quote like
Narrator: "You can now recruit Gryphons, and Ogres"
Done.
Eros wrote:NB: Your comments are really helpful.
I agree! :D
Daravel wrote:but once I'm back I will make this my number 1 Wesnoth priority.
Thanks, Daravel! As you will see, there will be two new scenarios where you can update the dialogues.
shadowblack wrote:About the objectives:
“Keep the dwarves at bay” – what counts as “keeping them at bay”, especially since there’s no turn limit?
“Or to move one unit near one of the three southern castles” – why, what happens if I do? And what counts as “near”? I mean, my griffon can reach there in two or three turns depending on what counts as near, but that surely won’t result in victory, so… what’s the point? From looking at the code it seems it is a better idea to NOT send any unit there

"Optional: kill the Dwarvish Rune Lord (bonus in next scenario)" – that seems pretty much impossible with level 1s against a lot of level 1s and even more level 2s. Maybe if I had not sent the griffon there and had instead fought only the initial dwarves I could have advanced some trolls, ogres and/or Griffons to level 2, which would give me a fighting chance against the dwarves that arrive on turn 12 or when enemies defeated (whichever happens first, as far as I can tell from the code)

The dialog when the level 3s arrive made no sense - it was on turn 2, so there was no way the initial dwarves could have even reached me, yet the rune lord was complaining about them having not breached the perimeter.

About the scenario:
1) How come none of the villages inside the cave belong to me and I have to capture them myself? The villages outside – I can understand. But the ones inside the cave – that seems like a cheap excuse to waste some of my time capturing villages instead of fighting the enemy
2) It was relatively easy to stall the advance of the dwarves, especially when I combined choke points with the fact that both Blue and Green had only level 1s. I finished the scenario on turn 16 because I got bored, but I could easily hold out for at least a few more turns (see replay)
Originally the Dwarvish boss can't be killed (it had FORCE_CHANCE_TO_HIT), I added this option after that Eros requested it. Considering that he's extremely difficult to kill anyway, should I add back this line?
About objectives, is it fine to leave only "Resist for 12 turns"?
Moving someone near the castles will make the Dwarvish boss appear on his turn, and the code was always more or less the same from 2.6.2. Should I turn off this "option" and make him appear only on turn 12?
Two questions about the new B3 for Eros, before that I upload it:
1) The attacked_saurians variable is meant to be set to yes only when a Saurian dies, or also if I attack one of them? If it is the latter, I need to add one more event.
2) I replaced the cultivated fields that you placed on the map with some swamps, for two reasons: first, to give a little more advantage to Saurians, considering how much they're weak against Trolls, and second because two Saurians busy fighting each other just don't have the time to grow crops. Is it OK for you?
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The Sojournings of Grog, Children of Dragons, A Rough Life, Wesnoth Lua Pack, The White Troll (co-author)
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Re: The Sojournings of Grog (1.8)

Post by shadowblack »

Elvish_Hunter wrote:
shadowblack wrote:For some mysterious reason the replay is corrupted and shows things that did not happen, such as drakes attacking undead and undead attacking undead, so I’m not posting it.
Please post it! WML should never cause corrupted replays, so I need it to see which command corrupts it and file a bug report.
Alright, here are my autosaves for turns 1-4 1-3 (because there's a "5 attachments per post" limit) and the replay. As far as I can see the reason is that in the replay during turn 2 a troll warrior is not moved even though I moved him in the game. It snowballs from there.

EDIT: I think I got it! The problem is the village at 8,2: in the actual game it belongs to me from the start because Elyssa is there. Thus I move a Troll Warrior there, and then move him away with no problem. But in the replay it does NOT belong to me, so when I move the Troll Warrior there he captures it and his move ends. He does not move the same way as in the actual game, and that causes all of the following errors.

EDIT2: Scenario 11:
Spoiler:
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Re: The Sojournings of Grog (1.8)

Post by Eros »

OK I have posted the first part of A2-1
A2-1:
coments on the campaign
1) why are macros like GENERIC_UNIT_WITH_ID in TSoG-deaths rather than macros?
2) why is TSoG-deaths not called common?
3) why do my roles not work in A2-1
ShadowBlack wrote:Looking at the code I see “victory_when_enemies_defeated=no” twice. Any reason for that? Also, may I suggest changing the time over text from "This is taking to long." to something like "This has taken too long. The Orcs have caught up with us!" Or maybe the dwarves instead of the orcs. Or even both. Or at least fix the typo – it should be “too long”, not “to long”.
I agree, but not chased though because of story line)
E_H wrote:1) The attacked_saurians variable is meant to be set to yes only when a Saurian dies, or also if I attack one of them? If it is the latter, I need to add one more event.
no when you kill. the name is a remnant of an earlier version. I did some thinking and maybe change the code so that only if you kill one leader they all attack you. somethong like
leader 1: arghhh
leader 2: Hissss, wess wontss haves yous interferings with uss. saurians are for the saurianss
and all the dead leaders remaining units change sides
E_H wrote:2) I replaced the cultivated fields that you placed on the map with some swamps, for two reasons: first, to give a little more advantage to Saurians, considering how much they're weak against Trolls, and second because two Saurians busy fighting each other just don't have the time to grow crops. Is it OK for you?
It's ok but here's the logic behind crops.
1) the saurians dont need an advantage. There are loads of them!
2) Its high in the mountains.
3) The saurians dont live there so the crops were grown by their unfortunate predecessors
crops dont fit the time of year. maybe just changing it to a variation on grass in 1.9 will do.
E_H wrote:Moving someone near the castles will make the Dwarvish boss appear on his turn, and the code was always more or less the same from 2.6.2. Should I turn off this "option" and make him appear only on turn 12?
No. triggering something early doesnt mean you have to change the objectives.
maybe you could make it possible to beat the rune lord so he doesnt chase you in B3.
NB: all other changes mentioned I think are an excellent improvement.
ShadowBlack wrote:1) How come none of the villages inside the cave belong to me and I have to capture them myself? The villages outside – I can understand. But the ones inside the cave – that seems like a cheap excuse to waste some of my time capturing villages instead of fighting the enemy
I agree.

EDIT: I appear to have forgotten the altered map so Sorry. the map I posted recently should give you an idea of whats coming.

I NEED FEEDBACK ON A2-1
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Re: The Sojournings of Grog (1.8)

Post by Elvish_Hunter »

shadowblack wrote:Blue leader gave me an excellent opportunity to kill him at the start of turn 2 and I took it, as the west Saurians were clearly a greater threat. After finishing the scenario I’m still not sure that was such a good idea… Anyway, maybe the map should be modified a bit to prevent me from killing the blue leader so easily? Otherwise there’s no point giving him so much starting gold as he never gets a chance to spend it all…
Eros modified the scenario, I bugfixed it and of course it will be in 2.10.
shadowblack wrote:Looking at the code I see “victory_when_enemies_defeated=no” twice. Any reason for that? Also, may I suggest changing the time over text from "This is taking to long." to something like "This has taken too long. The Orcs have caught up with us!" Or maybe the dwarves instead of the orcs. Or even both. Or at least fix the typo – it should be “too long”, not “to long”. :P
Thanks for the typo report. I'll fix it.
Eros wrote:1) why are macros like GENERIC_UNIT_WITH_ID in TSoG-deaths rather than macros?
2) why is TSoG-deaths not called common?
Simply because there were more urgent things to do. To fix this, I'll move all the other macros, except for all death macros and for HUMAN_PRISONER (that's used by one of these) in a common.cfg.
Eros wrote:no when you kill. the name is a remnant of an earlier version. I did some thinking and maybe change the code so that only if you kill one leader they all attack you. somethong like
leader 1: arghhh
leader 2: Hissss, wess wontss haves yous interferings with uss. saurians are for the saurianss
and all the dead leaders remaining units change sides
Fortunately I asked it! :) That variable will be renamed as saurians_killed, to make it more clear.
Eros wrote:It's ok but here's the logic behind crops.
1) the saurians dont need an advantage. There are loads of them!
2) Its high in the mountains.
3) The saurians dont live there so the crops were grown by their unfortunate predecessors
crops dont fit the time of year. maybe just changing it to a variation on grass in 1.9 will do.
OK.
Eros wrote:No. triggering something early doesnt mean you have to change the objectives.
maybe you could make it possible to beat the rune lord so he doesnt chase you in B3.
NB: all other changes mentioned I think are an excellent improvement.
The rune lord can be beaten. It's just extremely hard to do this because of his amount of units.
Eros wrote:ShadowBlack wrote:
1) How come none of the villages inside the cave belong to me and I have to capture them myself? The villages outside – I can understand. But the ones inside the cave – that seems like a cheap excuse to waste some of my time capturing villages instead of fighting the enemy

I agree.
[capture_village] will be added to B1. Maybe it's a good idea to do it for A6 and B2 as well.
Eros wrote:3) why do my roles not work in A2-1
Are you referring to the ELF_ROLE macros, or to the [+unit] role= used for Dwarves? Of course, I'll test the scenario on my own, but if you want to check what went wrong you can type :debug :inspect and see what variables are stored inside a unit. Look for role=, and you will see if the role was assigned correctly. Also, I'm not sure if assigning the same role to multiple units works well, but only because I never tried. I know for sure that assigning multiple units the same ID gives great troubles, like units disappearing upon save-load.
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)
Anonymissimus
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Re: The Sojournings of Grog (1.8)

Post by Anonymissimus »

Elvish_Hunter wrote:Also, I'm not sure if assigning the same role to multiple units works well, but only because I never tried.
Yes, that's what roles are about. You can assign with [role], [unit]role= or {VARIABLE unit.role ...}.
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 »

Anonymissimus wrote:You can assign with [role], [unit]role= or {VARIABLE unit.role ...}.
Yes Anonymissimus, I know how to assign a role, and it isn't the problem. The question is that Eros has this code:
Spoiler:
so the point is: there is any problem if two or more units have the same role?
While you're here, I know that you like Trolls :) : what's your opinion about the White Troll unit?
And compliments for you new Code & WML Contributor title!
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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