A Magicians Tale (SP campaign for 1.14)
Moderator: Forum Moderators
A Magicians Tale (SP campaign for 1.14)
A new campaign titled “A Magicians tale” was posted in the 1.13 add-ons server
A Magicians Tales is a short length campaign of 10 battle scenarios and 5 scenarios of others things.
The campaign was realised in a windows ambient so I don't know if it work in linux.
The posted 3.0.0 version was realised for BfW 1.13.12 and probably don't works well with the previous version; surely don't works with the 1.12 or previous.
The campaign language should be english, but I'm not completely sure.
What there's of peculiar:
The heroes core is a bunch of magicians with strange abilities like evoke entities, modify terrain, induce madness in the enemies and other similar things.
The special abilities are made operationl from the menù item (right-click); in any case there are an explanation when the mage is aggregate to the heroes party.
There isn't ordinary recruitment for the human player; the supporters are evoked, encountered, choiced in many ways during the campaign.
Please report here every feedback of every kind about the campaign.
Have Fun!
A Magicians Tales is a short length campaign of 10 battle scenarios and 5 scenarios of others things.
The campaign was realised in a windows ambient so I don't know if it work in linux.
The posted 3.0.0 version was realised for BfW 1.13.12 and probably don't works well with the previous version; surely don't works with the 1.12 or previous.
The campaign language should be english, but I'm not completely sure.
What there's of peculiar:
The heroes core is a bunch of magicians with strange abilities like evoke entities, modify terrain, induce madness in the enemies and other similar things.
The special abilities are made operationl from the menù item (right-click); in any case there are an explanation when the mage is aggregate to the heroes party.
There isn't ordinary recruitment for the human player; the supporters are evoked, encountered, choiced in many ways during the campaign.
Please report here every feedback of every kind about the campaign.
Have Fun!
Last edited by Argesilao on June 1st, 2018, 6:16 pm, edited 3 times in total.
Re: A Magicians Tale
You meant 1.14 server, and you use invalid addon icon
Code: Select all
20180403 16:56:16 error addons-client: add-on 'A_Magicians_Tale' has an icon which cannot be found: 'data/add-ons/A_Magicians_Tale/images/icon-image.png~RC(magenta>red)'
20180403 16:56:16 error addons-client: add-on 'Water_Era' has an icon which cannot be found: 'projectiles/nagas_merman.png'
20180403 16:56:18 error display: could not open image 'data/add-ons/A_Magicians_Tale/images/icon-image.png'
20180403 16:56:18 error gui/draw: Image: 'data/add-ons/A_Magicians_Tale/images/icon-image.png~RC(magenta>red)' not found and won't be drawn.
20180403 16:56:25 error addons-client: add-on 'A_Magicians_Tale' has an icon which cannot be found: 'data/add-ons/A_Magicians_Tale/images/icon-image.png~RC(magenta>red)'
Re: A Magicians Tale
Err ... yes!You meant 1.14 server
That's strange!and you use invalid addon icon
When I tested the campaign before to post it, the icon appear!
Now I moved out the campaign from my add-ons directory, and when I connected to the add-ons manager the icon doesn't appear in the add-ons list.
But if I download the campaign and I open again the add-ons manager, then the icon image appear.
In short, it seems that the icon appear if the campaign is already installed!
If somebody have an idea about this problem, I 'll be happy to know it!
Re: A Magicians Tale
That is expected behavior yes. See addon server rules point 4. That has link how to use base64.
Re: A Magicians Tale
I saw a lot of customized images in the add-ons list so I thought that the limit of the standard wesnoth image was be removed.
Now I have URIzed (neologism) the icon image.
Thanks for the tips.
Now I have URIzed (neologism) the icon image.
Thanks for the tips.
Re: A Magicians Tale
'Into the White'
It does not make much sense that the wolves on the wesnoth side of the river are friends with the invading orcs.
EDIT:
'Raid into the Mist'
Please mention to the player, that he has to keep his target alive after defeating it. Imagine someone gambling all they have on defeating him, while ignoring everyone else and then they end up in the midst of orcs while their target is at 1hp.
Or maybe they defeat him in turn 36, glad that they made it in time...and then find out they can't win anymore.
EDIT 2:
'The Gryphon Mountain'
It does not make much sense that the wolves on the wesnoth side of the river are friends with the invading orcs.
EDIT:
'Raid into the Mist'
Please mention to the player, that he has to keep his target alive after defeating it. Imagine someone gambling all they have on defeating him, while ignoring everyone else and then they end up in the midst of orcs while their target is at 1hp.
Or maybe they defeat him in turn 36, glad that they made it in time...and then find out they can't win anymore.
EDIT 2:
'The Gryphon Mountain'
Re: A Magicians Tale
Well, we can suppose that the orcish smell repelled the wolves'Into the White'
It does not make much sense that the wolves on the wesnoth side of the river are friends with the invading orcs.
Speaking seriously, my fear is to make the scenario too easy if wolves attacks also the orcs; I'll have to think about this thing
'Raid into the Mist'
Please mention to the player, that he has to keep his target alive after defeating it. Imagine someone gambling all they have on defeating him, while ignoring everyone else and then they end up in the midst of orcs while their target is at 1hp.
Or maybe they defeat him in turn 36, glad that they made it in time...and then find out they can't win anymore.
You are right , I have already posted the 3.0.1 version with a new and more complete starting objective.
In the same version I fixed the error in "The Gryphon Mountain" scenario
Thank you very much for your feedbacks!
Re: A Magicians Tale
Units that are not loyal:
Mulberryn, Mabel, Plinxy, Outlaw mercenaries, Fire Guardians, Subord
Mulberryn, Mabel, Plinxy, Outlaw mercenaries, Fire Guardians, Subord
Re: A Magicians Tale
'Lake Vrug'
So, there are two different troll tribes and a group of orgres. And they are all friends. Makes sense? I don't think so.
And 3vs1 is a bit hard. ._.
So, there are two different troll tribes and a group of orgres. And they are all friends. Makes sense? I don't think so.
And 3vs1 is a bit hard. ._.
-
- Posts: 15
- Joined: November 18th, 2010, 2:08 pm
Re: A Magicians Tale
Excellent campaign man, though your english is a little odd. I suggest you increase the number of turns in the first few scenarios (those snow maps mainly): You have only 4~6 units on bad terrain vs a bunch of high level wolves and orcs, so you can't play agressively to finish fast.
Also the scenario on Mime's dungeon, there is an armor that is supposed to give 30% to physical resistances, but it gives 130%!!, making the unit immune to physical damage.
There is a swamp scenario that drops a speed ring (+2 moves) from a lich, I don't know if it is intended or not, but you can't pick the ring with the dwarf runemaster.
The last scenario is a bit too easy: the demons and undead are all level 1 units and you should basically have an army of high level woses (plus your heroes) to crush everything. The main villain: I think I was supposed to get an unit on the altar on his keep, but I soon as I got close, he left his keep to attack my unit and I just killed him on my turn; maybe make him not leave his keep.
Also the scenario on Mime's dungeon, there is an armor that is supposed to give 30% to physical resistances, but it gives 130%!!, making the unit immune to physical damage.
There is a swamp scenario that drops a speed ring (+2 moves) from a lich, I don't know if it is intended or not, but you can't pick the ring with the dwarf runemaster.
The last scenario is a bit too easy: the demons and undead are all level 1 units and you should basically have an army of high level woses (plus your heroes) to crush everything. The main villain: I think I was supposed to get an unit on the altar on his keep, but I soon as I got close, he left his keep to attack my unit and I just killed him on my turn; maybe make him not leave his keep.
Re: A Magicians Tale
Well, isn't important to finish quickly the first scenarios.teamleader wrote: ↑May 18th, 2018, 2:39 pm Excellent campaign man, though your english is a little odd. I suggest you increase the number of turns in the first few scenarios (those snow maps mainly): You have only 4~6 units on bad terrain vs a bunch of high level wolves and orcs, so you can't play agressively to finish fast.
fixedAlso the scenario on Mime's dungeon, there is an armor that is supposed to give 30% to physical resistances, but it gives 130%!!, making the unit immune to physical damage.
fixedThere is a swamp scenario that drops a speed ring (+2 moves) from a lich, I don't know if it is intended or not, but you can't pick the ring with the dwarf runemaster.
maked some changes; now it's a bit more difficultThe last scenario is a bit too easy: the demons and undead are all level 1 units and you should basically have an army of high level woses (plus your heroes) to crush everything. The main villain: I think I was supposed to get an unit on the altar on his keep, but I soon as I got close, he left his keep to attack my unit and I just killed him on my turn; maybe make him not leave his keep.
Thanks for your reports
Re: A Magicians Tale
He means that the player has to play 'agressively (fast)' in order to finish within the turn limit. Which is hard/very risky under these conditions.Argesilao wrote: ↑May 18th, 2018, 8:57 pmWell, isn't important to finish quickly the first scenarios.teamleader wrote: ↑May 18th, 2018, 2:39 pm I suggest you increase the number of turns in the first few scenarios (those snow maps mainly): You have only 4~6 units on bad terrain vs a bunch of high level wolves and orcs, so you can't play agressively to finish fast.
Re: A Magicians Tale
I see! I usually consider, in my campaigns, the intermediate difficult level the better and funniest to play; the higher difficult level must be something for those who love hard challenges; but if the hard level becomes quite impossible, then, is no good!
Please, suggest me how many turn do you think I must added to have scenarios very hard but not quite impossible.
-
- Posts: 15
- Joined: November 18th, 2010, 2:08 pm
Re: A Magicians Tale
I played on the highest difficulty.Argesilao wrote: ↑May 19th, 2018, 11:45 amI see! I usually consider, in my campaigns, the intermediate difficult level the better and funniest to play; the higher difficult level must be something for those who love hard challenges; but if the hard level becomes quite impossible, then, is no good!
Please, suggest me how many turn do you think I must added to have scenarios very hard but not quite impossible.
I'm not exactly sure, but I think around 5 more turns on those first snow maps would be good due to the terrain slowing you down combined with the overall difficulty of the enemies forcing you to stand on a certain point (a forest line or hills) for a few turns until you defeat most of them.