[Historical] Campaign-Rebirth of the North
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Re: no attack for necromancer and advanced poachers
No, I don't think I was reminded. Bugs like this keep popping up left right and center so I appreciate people pointing them out. I'll get onto it and get it fixed by next release. Thanksozean wrote:Taurus, I am not sure if you were reminded that the necromancers and hunters and rangers still do not work correctly when attacking / defending.
That is, when they attack, their foes cannot act, and when they are attacked, they cannot do anything. This makes these otherwise very important units only half as potent as they usually would be…
Otherwise I am really happy that I have a new mac now, since the (supposedly?) final scenario would bring my old powerbook to a crawl…
PS: I tested this both with 1.1.12 and 1.1.13 using the current version of the campaign (1.15 or something like that? 1.5? whatever…)

Creater of the campaign, "Northern Rebirth"
Compleater of the campaign, "Son of the Black Eye"
Compleater of the campaign, "Son of the Black Eye"
Hope this works.. I had to do something with it, so I tarred itTaurus wrote:Do you think you can send me your savegame?
- Attachments
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Get_the_Gold.tar.gz
- Here it is
- (17.35 KiB) Downloaded 363 times
Hi Fopper
Awww, you had the princess die on you. And the Drake as well! Ouch! Anyhow not having the Princess is what caused the problem and I have it fixed now. I will have a new version up on the server by next week so the patch will be included within that.
Awww, you had the princess die on you. And the Drake as well! Ouch! Anyhow not having the Princess is what caused the problem and I have it fixed now. I will have a new version up on the server by next week so the patch will be included within that.
Creater of the campaign, "Northern Rebirth"
Compleater of the campaign, "Son of the Black Eye"
Compleater of the campaign, "Son of the Black Eye"
Version 1.16 is being uploaded on the server. Quite a lot in this one, inculding updated transalations, quite a bit of ballancing on both new and old scenarios, and and a new scenario in the undead branch.
Also forthcomming in later versions are a bunch of new portraits, thanks to Xandar86 and battlesquid, and pretty much an overhaul of the entire dictation by Eric Raymond (esr). The plot will be the same but the way it's told will be vastly improved. I know this will wreck havoc with the translations,(especially since they have just been updated) but after seeing what Eric going to do to the text, I think it is well worth it.
Also forthcomming in later versions are a bunch of new portraits, thanks to Xandar86 and battlesquid, and pretty much an overhaul of the entire dictation by Eric Raymond (esr). The plot will be the same but the way it's told will be vastly improved. I know this will wreck havoc with the translations,(especially since they have just been updated) but after seeing what Eric going to do to the text, I think it is well worth it.
Creater of the campaign, "Northern Rebirth"
Compleater of the campaign, "Son of the Black Eye"
Compleater of the campaign, "Son of the Black Eye"
I spotted a little bug in the new path of the campain : in the scenario just after you choose to become undead, Tailin is a dark sorceror but with the lawful alignment, wich is terrible in cave... hopefully when he level into either a Lich or a Necromancer his aligment is set to Chaotic
But it make the first scenario all the more difficult

But it make the first scenario all the more difficult

Another little bug in the currently last scenario of this path : "Protecting the Master"
I you kill the Grand mage, the scenario ends immediately and you don't get the final scene (wich will surely be confusing storywise when the next scenario will be done
).
When you approch him he get 1000 gold but as I approched him with 3 Spectres and a Lich, he sadly didn't survived long enough to use them
I think you should either make him retreat or die but that would trigger the final scene
I you kill the Grand mage, the scenario ends immediately and you don't get the final scene (wich will surely be confusing storywise when the next scenario will be done

When you approch him he get 1000 gold but as I approched him with 3 Spectres and a Lich, he sadly didn't survived long enough to use them

I think you should either make him retreat or die but that would trigger the final scene

That is weird! Thanks for pointing that out and i'll get it fixed.Sly wrote:I spotted a little bug in the new path of the campain : in the scenario just after you choose to become undead, Tailin is a dark sorceror but with the lawful alignment, wich is terrible in cave... hopefully when he level into either a Lich or a Necromancer his aligment is set to Chaotic![]()
But it make the first scenario all the more difficult
And about 'Protecting the Master' setting a death event makes alot of sense. I'll get it done

Creater of the campaign, "Northern Rebirth"
Compleater of the campaign, "Son of the Black Eye"
Compleater of the campaign, "Son of the Black Eye"
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Usually I like to be nice
Usually I like to be nice, especially when I see so much hard work having gone into something.
But really, if this is the result, you should have saved yourself the hard work.
Now I know why people have all gone over to playing multiplayer, if this is what several people, working hard over a long time can come up with.
I will explain to you more shortly what you did wrong.
But really, if this is the result, you should have saved yourself the hard work.
Now I know why people have all gone over to playing multiplayer, if this is what several people, working hard over a long time can come up with.
I will explain to you more shortly what you did wrong.
Don't go to Glowing Fish for advice, he will say both yes and no.
Re: Usually I like to be nice
Gee Glowing Fish, you are helpfull. I don't mind criticizm, I welcome it actually, but you have to tell me WHY you are criticizing it. I welcome your imput, be it positive or negitive but a post like this is pretty useless.Glowing Fish wrote:Usually I like to be nice, especially when I see so much hard work having gone into something.
But really, if this is the result, you should have saved yourself the hard work.
Now I know why people have all gone over to playing multiplayer, if this is what several people, working hard over a long time can come up with.
I will explain to you more shortly what you did wrong.
And for the reccord, I like this campaign, and based on the general feedback I have gotten - I am not alone either.
Creater of the campaign, "Northern Rebirth"
Compleater of the campaign, "Son of the Black Eye"
Compleater of the campaign, "Son of the Black Eye"
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- Posts: 855
- Joined: October 3rd, 2004, 4:52 am
- Location: Portland, OR
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You are right, I was a total little b*tch about this campaign.
My problem was the second scenario, which seemed to be to send waves of thugs to fight waves of trolls. And in a lot of ways, it creates an atmosphere. It is just that after about 25 or so turns, smashing trolls with thugs and getting smashed back doesn't seem very fun, even with 800 gold to begin with.
I might try it again.
My problem was the second scenario, which seemed to be to send waves of thugs to fight waves of trolls. And in a lot of ways, it creates an atmosphere. It is just that after about 25 or so turns, smashing trolls with thugs and getting smashed back doesn't seem very fun, even with 800 gold to begin with.
I might try it again.
Don't go to Glowing Fish for advice, he will say both yes and no.
Thanks Troodon. Actually though, it is just this particular campaign that is like that. SotBE is a bit more standard - but then again, SotBE was started by someone else...troodon wrote:That's just the way Taurus makes his campaigns. I like them. If you are going to continue this campaign, get a book to read while it is the computer's turn, because it sometimes takes a very long time.
Creater of the campaign, "Northern Rebirth"
Compleater of the campaign, "Son of the Black Eye"
Compleater of the campaign, "Son of the Black Eye"
Version 1.17 is out. There are some pretty dramatic changes in this version so I am pretty excited about this release. Changes include a rewrite of the story-line by Eric Raymond (esr), new music by West, new portraits by Xandar and Battlesquid, a major wml cleanup, major balancing especially to the scenarios Settling Disputes, and Stolen Gold.
In short, if anyone was thinking of playing this campaign through - be it first or second time, now is the time to do it. I can testify because that's what I am doing myself.
I would also like to thank Eric, West, Xandar and Battlesquid for the above mentioned rewrite, music and portraits. They have all put a lot of effort and hard work into what they have done and I think it has really paid off. Thanks again
In short, if anyone was thinking of playing this campaign through - be it first or second time, now is the time to do it. I can testify because that's what I am doing myself.
I would also like to thank Eric, West, Xandar and Battlesquid for the above mentioned rewrite, music and portraits. They have all put a lot of effort and hard work into what they have done and I think it has really paid off. Thanks again

Creater of the campaign, "Northern Rebirth"
Compleater of the campaign, "Son of the Black Eye"
Compleater of the campaign, "Son of the Black Eye"
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- Posts: 855
- Joined: October 3rd, 2004, 4:52 am
- Location: Portland, OR
- Contact:
Okay, I get it now...
So, I owe another apology for my first statement on this campaign.
I was trying to play this campaign like other Wesnoth campaigns, meaning finding strategic spots and defending them until the enemy weakens, and then attacking. When I realized that not only in the first scenario, but also in the second, (and seemingly the third) there will be a lot of attrition, and that it is okay to lose lots of units, I realized that it wasn't bad level design, just different level design. I was playing the second scenario trying to defend and preserve my units, and when I later conquered the map and found out how many villages the enemy had, I realized why that wouldn't work.
I still have to say that I don't find so much heavy attrition to be quite the best thing. For one thing, such long scenarios with so many units make the replay value less. But its not badly done, just different than what I am used to.
I was trying to play this campaign like other Wesnoth campaigns, meaning finding strategic spots and defending them until the enemy weakens, and then attacking. When I realized that not only in the first scenario, but also in the second, (and seemingly the third) there will be a lot of attrition, and that it is okay to lose lots of units, I realized that it wasn't bad level design, just different level design. I was playing the second scenario trying to defend and preserve my units, and when I later conquered the map and found out how many villages the enemy had, I realized why that wouldn't work.
I still have to say that I don't find so much heavy attrition to be quite the best thing. For one thing, such long scenarios with so many units make the replay value less. But its not badly done, just different than what I am used to.
Don't go to Glowing Fish for advice, he will say both yes and no.
Hey Glowing Fish
I am glad you got this campaign figured out. This was my first attempt at a campaign and so this whole style of heavy attritition, as you put it kind of evolved on it's own. When I realized what had happended, there was a critical moment where I was thinking of making it more generic, but in the end I decided not to. I find the heavy attritition is what makes this campaign unique from all the other campaigns out there.
However, this campaign isn't just about heavy attrition as you will discover as you go on, although it has a lot of it. I have tried to give it lots of tactical variaty, a great storyline, and later on there are many different paths that the storyline can take, mostly depending on who lives and who dies. Much of the artwork, and a few of the music pieces are a real bonus too
I am glad you got this campaign figured out. This was my first attempt at a campaign and so this whole style of heavy attritition, as you put it kind of evolved on it's own. When I realized what had happended, there was a critical moment where I was thinking of making it more generic, but in the end I decided not to. I find the heavy attritition is what makes this campaign unique from all the other campaigns out there.
However, this campaign isn't just about heavy attrition as you will discover as you go on, although it has a lot of it. I have tried to give it lots of tactical variaty, a great storyline, and later on there are many different paths that the storyline can take, mostly depending on who lives and who dies. Much of the artwork, and a few of the music pieces are a real bonus too

Creater of the campaign, "Northern Rebirth"
Compleater of the campaign, "Son of the Black Eye"
Compleater of the campaign, "Son of the Black Eye"