The Fall Of Trent - A Multiplayer RPG

Discussion of all aspects of multiplayer development: unit balancing, map development, server development, and so forth.

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Bob_The_Mighty
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The Fall Of Trent - A Multiplayer RPG

Post by Bob_The_Mighty » August 1st, 2006, 11:46 pm

The Fall of Trent is a multiplayer quest in which five generals must flee their home city after it falls to Orcish invaders. There are various episodes to the story, and it is probably best played over two sessions as it is pretty damn long.

If you are wise in such matters please let me know if you spot anything going wrong.

Also, any feedback from players would be much appreciated.
Last edited by Bob_The_Mighty on July 2nd, 2009, 9:22 pm, edited 4 times in total.
My current projects:
2p Campaign: The Altaz Mariners
3p Survival: Save The Village

FattyMcfattyton
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sweet

Post by FattyMcfattyton » August 3rd, 2006, 5:03 am

it is an awsome quest are u gonna make any more in the future???

Rhuvaen
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Post by Rhuvaen » August 3rd, 2006, 2:35 pm

Nice. I haven't played far into it, because the AI turns take sooo long (compared to each player moving a single unit). Have you considered splitting this up into a multiplayer campaign? Even if not, you could just unfold the map as the players progress, which would speed the turns up quite a bit (or the AI is significantly slower in 1.1.8?). As it is, it doesn't seem very playable to me.

I find the initial premise a bit surprising that there were no lookouts etc and the city is overrun immediately. And that the generals flee while their men fight :o. Maybe a bit more explanation what they try to achieve (maybe they carry some important plans with them, or try to warn some other authority, or get back to some other army's location...). Also, what is the empire the story is talking about? Wesnoth was never an empire as far as I know.

A lot of the things you write in the Readme.txt can be set with WML. You can specify side 6-9 to be AI only (this works only in the development version but doesn't break anything for stable), and you can replace the leaders of sides 8 and 9 to the types you want.

Finally, I think you could package the whole thing so that it's just extract and play. I unzipped it into data/campaigns, opened Wesnoth and wondered where your quest was... Here's a zip that works out of the box (and doesn't put the map into a folder where the multiplayer maps are).

EDIT: whoops, the zip didn't contain anything the first time around - fixed.
Attachments
TFoT.zip
packaged to work directly after unzipping in data/campaigns
(20.95 KiB) Downloaded 665 times

server
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Post by server » August 5th, 2006, 12:55 pm

In the sacred circle code, the range= should be melee and ranged instead of short and long (The_Fall_Of_Trent.cfg, line 2927--3312 in Rhuvaen's zip).

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Bob_The_Mighty
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Post by Bob_The_Mighty » August 15th, 2006, 4:55 pm

Is there any way to make the AI turns quicker? Or do I have to reduce the number of units the computer controls?

The slowness of 1.1.8 is its biggest drawback in my opinion.

Also, how do I put this scenario onto the campaign server?

Swordy
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Post by Swordy » August 16th, 2006, 12:23 am


D-Lock
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Post by D-Lock » October 13th, 2006, 7:46 am

awesome map man, hope ull make more in d future

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Bob_The_Mighty
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Post by Bob_The_Mighty » January 29th, 2007, 12:10 am

Okay, I finally got round to updating The Fall of Trent for Wesnoth 1.2

All the side settings are done automatically now and some other things are fixed. I've tested it a little bit and it seems to run okay.

Please report any bugs and stuff, thanks.
My current projects:
2p Campaign: The Altaz Mariners
3p Survival: Save The Village

Erunion
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Post by Erunion » March 6th, 2007, 10:13 pm

On 1.3.1, (in hotseat... With myself...) I trudged through, killed the spider, saved the farmer (but only the hero one), got the hermit (without leveling her) and fought my way to the castle. Then when I got thrown in jail, I couldn't get out. I got to the secret entrance, but the terrain was a canyon, and impassable! Argh!
Now, I had an Elvish Druid, Enchantress(level 3, whatever it's called), Champion, Marksman, Avenger, and the Hermit Shaman. What happened??? :?:
"Never put off for tommorow what you can do today."
Isn't that a wonderful proverb? I think I'll start listening to it. Tommorow.

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Bob_The_Mighty
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Post by Bob_The_Mighty » March 7th, 2007, 6:59 pm

Ah, well that'll be my fault. Sorry. :oops:

I forgot to incorporate the new terrain changes. I have fixed it now, get The Fall of Trent 2.3 and it'll all work.

If you downloaded Labyrinth of Champions for Wesnoth 1.3, then you should get that again too.

p.s. I never heard of anyone getting the spider before, impressive!
My current projects:
2p Campaign: The Altaz Mariners
3p Survival: Save The Village

Tom of wesnoth
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Post by Tom of wesnoth » October 13th, 2007, 7:43 am

Can you recruit in orc battle?
If i could i would turn into a world ruler!

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Bob_The_Mighty
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Post by Bob_The_Mighty » October 15th, 2007, 4:45 am

Tom of wesnoth wrote:Can you recruit in orc battle?
yes. that is the point of collecting gold along the way.
My current projects:
2p Campaign: The Altaz Mariners
3p Survival: Save The Village

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Ken_Oh
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Post by Ken_Oh » October 15th, 2007, 11:23 am

Oh, hehehe, no wonder I could never beat it.

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Aethaeryn
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Post by Aethaeryn » October 15th, 2007, 9:38 pm

Is there a trick to this? I can't get past the beginning (playing all characters) without losing half of my units.

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Ken_Oh
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Post by Ken_Oh » October 15th, 2007, 11:03 pm

The trick is: RUN!

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