The Sojournings of Grog (3.6.1 is out)

Discussion and development of scenarios and campaigns for the game.

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Eros
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Re: The Sojournings of Grog (3.0 on its way)

Post by Eros »

3) If you want that the scenario spams Undeads also from the tunnel at 19,20, maybe it's better to remove the zombies spawned in water, to avoid making it too much difficult?
Yes, zombies only on hard maybe?
"Genius is 10% inspiration and 90% perspiration" (Thomas Edison) Which is why I smell so bad!
Anonymissimus
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Re: The Sojournings of Grog (3.0 on its way)

Post by Anonymissimus »

@ifhave issue:
I got something similar yes (but no internal error). It seems that wmllint or the python tools in general need to know about the preprocessor directives...so yes, tell esr about it.
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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bvanevery
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Re: The Sojournings of Grog (3.0 on its way)

Post by bvanevery »

I am playing Wesnoth 1.9.2 on Windows Vista. In "Those Sand Strewn Beaches" when I kill all the thieves and the bottle appears, the unit moves to the bottle, then there's an error "<invalid WML found> [floating_text] not supported."
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Eros
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Re: The Sojournings of Grog (3.0 on its way)

Post by Eros »

I am playing Wesnoth 1.9.2 on Windows Vista. In "Those Sand Strewn Beaches" when I kill all the thieves and the bottle appears, the unit moves to the bottle, then there's an error "<invalid WML found> [floating_text] not supported."
Same problem as I had, I think E_H has fixed it in the newest release. Thanks for the feedback though we dont have enough of that.
"Genius is 10% inspiration and 90% perspiration" (Thomas Edison) Which is why I smell so bad!
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Elvish_Hunter
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Re: The Sojournings of Grog (3.0 on its way)

Post by Elvish_Hunter »

bvanevery wrote:"<invalid WML found> [floating_text] not supported."
Eros wrote:Same problem as I had, I think E_H has fixed it in the newest release.
Yes, it will be fixed in the next upload (that I'll try to do as soon as I can). It was a missing first_time_only=no in preload events that, in fact, erased this custom tag upon save-load. Thanks for pointing me to this.
Eros, in the meantime, please install the UMC Music Pack, so you'll be able to listen to the new playlist after the upload.
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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Eros
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Re: The Sojournings of Grog (3.0 on its way)

Post by Eros »

Have done and listened to them and this is the result. I think they all are OK (maybe drop snowfall though). None of them are really awesome (and "Why on earth isnt that mainlined") so I would suggest using them lightly Maybe in only one or two secenarios each. Tribal Warsong and High in the Mountains are good but they dont fit the style of Wesnoth very well but yes I'd go ahead with new music sparingly.
"Genius is 10% inspiration and 90% perspiration" (Thomas Edison) Which is why I smell so bad!
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bvanevery
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Re: The Sojournings of Grog (3.0 on its way)

Post by bvanevery »

In "First Contact" when I kill an enemy unit that has captured one of my units, instead of freeing the unit I get an error. "<invalid WML found> [floating_text] not supported." Also, the level is ridiculously difficult. Wraiths are the perfect troll killers and there's no way my Gold Mage can protect everyone from them. It wasn't enough to have a monster horde chasing me, you had to put skeletons in front of me to obstruct my access to the bridge runes? On a replay I made it out, with only Grog, my Gold Mage, and a level 3 Troll surviving. I tried to go back to release prisoners, but it is impossible.
Last edited by bvanevery on November 26th, 2010, 11:56 am, edited 2 times in total.
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Anonymissimus
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Re: The Sojournings of Grog (3.0 on its way)

Post by Anonymissimus »

New core tags are (of course) only available with the next release unless you're using trunk...so just remember not to upload the campaign until the next release comes out when using a new tag (just in case :P)
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 (3.0 on its way)

Post by Elvish_Hunter »

bvanevery wrote:the level is ridiculously difficult. Wraiths are the perfect troll killers and there's no way my Gold Mage can protect everyone from them. It wasn't enough to have a monster horde chasing me, you had to put skeletons in front of me to obstruct my access to the bridge runes?
If you think that it's a good idea, I can remove the Ghosts from that scenario.
bvanevery, do you have any suggestion on how to rebalance that scenario?
Anonymissimus wrote:New core tags are (of course) only available with the next release unless you're using trunk...so just remember not to upload the campaign until the next release comes out when using a new tag (just in case :P)
The tag is included with the campaign, I just forgot to add first_time_only=no to the preload events, so upon save-load the tag vanished. :P
Version 2.10.5 is on the 1.9 server. It includes the bugfix for the Lua floating_text problem, an updated music playlist that makes use also of UMC Music Pack, some sighted and moveto events converted to event=sighted,moveto, MOVE_UNIT and MODIFY_UNIT converted as tags, and the Cactoses in A0 are replaced with Scorpions (I know, Eros, that you're bored with them, but Cactoses in that scenario seemed wrong to me, while testing it effectively Scorpions have sense here).
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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Eros
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Re: The Sojournings of Grog (3.0 on its way)

Post by Eros »

Also, the level is ridiculously difficult. Wraiths are the perfect troll killers and there's no way my Gold Mage can protect everyone from them. It wasn't enough to have a monster horde chasing me, you had to put skeletons in front of me to obstruct my access to the bridge runes? On a replay I made it out, with only Grog, my Gold Mage, and a level 3 Troll surviving. I tried to go back to release prisoners, but it is impossible.
The scenario is meant to be hard though I find that it can vary a lot between plays. E_H (+me?) are going to put in difficulty Levels soon and I think that we are going to take the current level of that scenario as Hard rather than all the other scenarios which are going to be easy. (See back story of this topic). Your feedback is really useful though, keep it up. :)
"Genius is 10% inspiration and 90% perspiration" (Thomas Edison) Which is why I smell so bad!
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Eros
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Re: The Sojournings of Grog (3.0 on its way)

Post by Eros »

Hi E_H (and anyone listening in),
Are we ready to try and start adding scenario difficulties? As I said before I would take the current level as easy and work from there (with the exception of A3 which shouldn't change at all). I am happy to balence a few, maybe I should do the ones that I recently made/remade? Anyway keep up the good work.
Eros (Peter Christopher)
"Genius is 10% inspiration and 90% perspiration" (Thomas Edison) Which is why I smell so bad!
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Elvish_Hunter
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Re: The Sojournings of Grog (3.0 on its way)

Post by Elvish_Hunter »

Eros wrote:Are we ready to try and start adding scenario difficulties?
Almost. In these days (as well as working at my Lua tag), I rebalanced A3 for Easy (by replacing Wraiths with Ghosts, making Lotin a L2 Death Baron and removing Ghosts from its recruit lists). I'm also adding the new [gold_carryover] tag, so when adding levels we'll need to change only two keys in [objectives]. I also encountered some issues:
1) About making units camouflaged at the A2-1 start: giving them [status] hidden=yes worked until 1.8. From 1.9, it does no longer work. :( Sure, I can give to all side 1 units an object, with duration level, to camouflage them only on their starting location, but IMHO the result isn't worth the extra lines of code.
2) I added your dialogue modifications. You wrote that you wanted to rewrite the dialogue about the White Troll once you get a clarification about its role. At first, I added it as an extremely special unit that nobody else had :P So special that not even Elyssa had ever seen one of them. In former pages we already discussed this a bit (I remember that we decided to had him going hermit as part of his training, and being captured by Dwarves when alone), so do everything that you want, keeping in mind that I don't plan to give him a great role (that is, unless we want to make him saying some things instead of Elyssa or Zurg, like it happens at the A5 start).
I think that it's all, for now. In some days I should be able to upload a new release, but in the meantime, can you tell me if you like the new music playlist?
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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Eros
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Re: The Sojournings of Grog (3.0 on its way)

Post by Eros »

1) About making units camouflaged at the A2-1 start: giving them [status] hidden=yes worked until 1.8. From 1.9, it does no longer work. Sure, I can give to all side 1 units an object, with duration level, to camouflage them only on their starting location, but IMHO the result isn't worth the extra lines of code.
Would look cool but yeah i dont hink its worth the space unless it could go in a seperate macro.
NB: Why does it no longer work on 1.9 should we bug post it?
2) I added your dialogue modifications. You wrote that you wanted to rewrite the dialogue about the White Troll once you get a clarification about its role. At first, I added it as an extremely special unit that nobody else had So special that not even Elyssa had ever seen one of them. In former pages we already discussed this a bit (I remember that we decided to had him going hermit as part of his training, and being captured by Dwarves when alone), so do everything that you want, keeping in mind that I don't plan to give him a great role (that is, unless we want to make him saying some things instead of Elyssa or Zurg, like it happens at the A5 start).
Yeah I agree. Unless we play down the white troll's role a little we cant really justify him not having much part in the dialog. If I remember I will do his dialog sometime ASAP.
I think that it's all, for now. In some days I should be able to upload a new release, but in the meantime, can you tell me if you like the new music playlist?
I thought I had already commented on music somewhere in my previous posts. :?

About adding levels would you rather I posted any changes in the files or would you rather I added them seperately to allow you to work on the orig? For me its easier to add outside the file but I dont mind really.
"Genius is 10% inspiration and 90% perspiration" (Thomas Edison) Which is why I smell so bad!
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Eros
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Re: The Sojournings of Grog (3.0 on its way)

Post by Eros »

OK double post but I want to emphasise that this is different you really ought to check out this page for extra music

http://wiki.wesnoth.org/Available_Music
"Genius is 10% inspiration and 90% perspiration" (Thomas Edison) Which is why I smell so bad!
Anonymissimus
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Re: The Sojournings of Grog (3.0 on its way)

Post by Anonymissimus »

It's [status]uncovered= now afaik.
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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