Under the Burning Suns

This is the place for discussing development of mainline campaigns, reporting bugs in them and providing overall feedback.

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Ankka
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Post by Ankka »

I finally had the energy to restart chapter 7 after the update... and it was really nice to play. The only thing was the lack of the messenger, either I didn't notice it or then it didn't appear at all. Chapter 8 was rather easy, although I had some trouble keeping most of the units alive, I tend to like leveled units and really hate losing them, which causes some trouble.

Anyway, even though the amount of gold makes it rather easy, the story is really nice and fun to follow, it really keeps entertained. Great job so far! :D
quartex
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Post by quartex »

Ankka wrote:I finally had the energy to restart chapter 7 after the update... and it was really nice to play. The only thing was the lack of the messenger, either I didn't notice it or then it didn't appear at all. Chapter 8 was rather easy, although I had some trouble keeping most of the units alive, I tend to like leveled units and really hate losing them, which causes some trouble.

Anyway, even though the amount of gold makes it rather easy, the story is really nice and fun to follow, it really keeps entertained. Great job so far! :D
I assume you are referring to the human messengers in scenario 7 that the enemy leader sends off to get reinforcements. Those guys are the white units that get created every 10 turns or so. Many players don't notice the distinction. Or perhaps you killed the human captain before he had a chance to send off any messengers.

I suppose that it's better to have scenario 8 be too easy rather than too hard. But when I finish the campaign I do plan on going back and trying to balance the gold better. I'm glad you enjoy the storyline though, that's really what I have been putting a lot of energy into developing. Thanks for the comments!
kangounator
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Post by kangounator »

you probably know that in chapter one the unit with bolas is invisible but i haven't found something about that in this topic
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szopen
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Post by szopen »

Quartex, I hate you :( I was reading your scenario files and I realised, that my shiny, beatiful idea for campaign plot is already taken and employed in such beatiful way. Now I have to find completely new idea for a plot. AAARGH.
quartex
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Post by quartex »

szopen wrote:Quartex, I hate you :( I was reading your scenario files and I realised, that my shiny, beatiful idea for campaign plot is already taken and employed in such beatiful way. Now I have to find completely new idea for a plot. AAARGH.
No matter how many stories have been written, there are alwasy thousands more out there, waiting to be told. I encourage you to think of a setting or a plot that streches the Wesnoth universe. Although originality is always good, don't worry about being too similar to someone else's, if the story is your own then it will be worth playing. Best of luck. ;-)
quartex
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Post by quartex »

kangounator wrote:you probably know that in chapter one the unit with bolas is invisible but i haven't found something about that in this topic
What system are you running Wesnoth on? This problem happened a lot when I first released the campaign, but I thought it had been fixed. To the best of my knowledge this is a problem with certain builds of wesnoth, not with my campaign. I think my custom images and the links are formatted correctly.
torangan
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Post by torangan »

Most likely you still have to restart Wesnoth if you want custom art to be loaded. I do it automatically those days when I try out a new campaign. Which actually happens very seldom.
kangounator
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Post by kangounator »

quartex wrote:
kangounator wrote:you probably know that in chapter one the unit with bolas is invisible but i haven't found something about that in this topic
What system are you running Wesnoth on? This problem happened a lot when I first released the campaign, but I thought it had been fixed. To the best of my knowledge this is a problem with certain builds of wesnoth, not with my campaign. I think my custom images and the links are formatted correctly.
now it works but in chapter one when one of units go in the island the game exit (BfW quit)
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quartex
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Post by quartex »

kangounator wrote:now it works but in chapter one when one of units go in the island the game exit (BfW quit)
I am sorry that is happening to you. Make sure you are using the most recent version of Wesnoth (0.9.3) and UTBS (0.5.1). When it's a problem with my WML code, then the scenario crashes with an error message. If there is no error message, then it's something gone wrong with the application or some other serious problem. I'll look into it.

Has anyone else found that entering the central island in scenario 1 causes the game to crash?
Pickslide
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Post by Pickslide »

with 0.9.4 it does crash when you trigger Zhul and the shamens.

I had the hunters be invisible when I first downoaded the campaign and didn't restart Wesnoth. They only showed up when they were attacked. After a restart they showed up completely, but Wesnoth crashed when I reached the island.

I didn't have this problem at all with 0.9.3 though, so its something with the new build of Wesnoth.
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serg3d
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Post by serg3d »

9.0.4 first scenary after "they are destroyed at last" game crush. Also game crush after entering druid island.
unsung
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Post by unsung »

though I am still mad at the fact that it not only forces me to play as elves but even makes me kill the loyalitsts with them (we need more smileys! lik eone that shakes its head solemnley!) I do think that it is fun, though the sceanrio where the undead fight and garod dies was fun but irritataing. losing a grand marshal no matter what I do=BAD. also some of the camps are simply too far away to possibly be defended. It is a good scenario though, as it has elves, undead, and orcs killing each other and I hate all of them so I lo ve that fact. its also satisfying to kill the two spectres with lvl 1 units in the twelve turns before obbjectives change.
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allefant
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Post by allefant »

I just played again to chapter 6, and two things I noticed:

- There's no AMLA. After I played Sceptre of Fire with AMLA, I really miss it a lot - even though it only was actually used 2 times in SoF, so I got a total of 6 HP in the whole campaign.. but it's just a psychological effect. I have no idea how to add i to a campaign, but it would be nice to have it for sure.

- Chapter 5 (the one where you choose trolls/dwarves) in medium was way to hard for me with the dwarves. The first time around, I had played for the trolls, and it was ok. But this time I played the dwarves, and after defeating the first two trolls, and only a bunch of surviving elves, there was no way a single one could make it across the lava with more than 1 HP. (So I edited the savegame and made all lava into grass.. which made it quite easy :) Maybe losing 1HP per turn is enough heat damage? (But then, I'm quite a bad player, so that may be the reason for this..)
ott
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Post by ott »

Could someone please post more details of the game crashing. Crashes are very serious, we would like to know how it crashes so we can look at fixing it. Ideal would be a bug report with an attached saved game. http://bugs.wesnoth.org/
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allefant
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Post by allefant »

I just enjoyed chapter 8, and it's nothing less than what I would have expected, great map, very long gameplay, lots of changing objectives, and entertaining story :) I noticed one minor dialog glitch: When Zhul rescues the merman in the cave, she says something like: "We have found the Elves we were looking for", but that would only fit for another merman to say..

Oh, and chapter 7 was too easy.. the messenger started only in turn 5 or 6 or so, I think he should start in turn 1. My Outriders would always have catched him even then.

Oh, just found a superfluous word in this sentence: "May he will watch over her until the day we are all together again."

And a typo: "Let is declare a general amnesty and unite again"

[Edit: removed crash info.. I'm quite sure it will go away when translation is done]
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