Search found 56 matches

by mikeanthony
February 10th, 2018, 9:37 pm
Forum: Multiplayer Development
Topic: The Altaz Mariners (2p non-linear pirate campaign)
Replies: 321
Views: 100014

Re: The Altaz Mariners (the non-linear pirate campaign)

Quite agree, it's good to have a few dead ends, red herrings, and entirely inexplicable turns, now and then (Wesnoth is a luck-based game after all); I guess just like on the micro-scale, where you manage risks and luck from click-to-click, so strategically you are managing risk too! (so definitely ...
by mikeanthony
February 10th, 2018, 8:02 am
Forum: Multiplayer Development
Topic: The Altaz Mariners (2p non-linear pirate campaign)
Replies: 321
Views: 100014

Re: The Altaz Mariners (the non-linear pirate campaign)

I may have been slightly premature when I said there were no more locations we hadn't explored; We decided to have a good check around the perimeter of the map for this palace, and realised we'd missed Slavenia, hidden away in the far north-west! Well, that was an interesting cookie. the leadership ...
by mikeanthony
February 9th, 2018, 11:47 pm
Forum: Multiplayer Development
Topic: The Altaz Mariners (2p non-linear pirate campaign)
Replies: 321
Views: 100014

Re: The Altaz Mariners (the non-linear pirate campaign)

Another day, another installment! It's a quieter one today, as we focused more on a bit of exploration, and advancing the story (as opposed to walloping trolls; although both have their merit; times and seasons, dear boy...) We decided to sail west first, and then north, as that gave us an excuse to...
by mikeanthony
February 8th, 2018, 11:39 pm
Forum: Multiplayer Development
Topic: The Altaz Mariners (2p non-linear pirate campaign)
Replies: 321
Views: 100014

Re: The Altaz Mariners (the non-linear pirate campaign)

Right, finally, Lludwyn! (I didn't note the global turn count here, but it was somewhere just past 1100) now this was a fairly major scrap! Glad we turned up with a fair bit of gold for this one... For a start, another follower in the mysterious Kashmir was welcome; we haven't really been swapping f...
by mikeanthony
February 8th, 2018, 11:08 pm
Forum: Multiplayer Development
Topic: The Altaz Mariners (2p non-linear pirate campaign)
Replies: 321
Views: 100014

Re: The Altaz Mariners (the non-linear pirate campaign)

Right, I said we'd get on to Lludwyn, but we got diverted slightly! Passing through Farrow, we spoke to Rodgers (the dragoon), who sent us on the trail of Hilldon at the very piratey-sounding "black rock" (by the way, a minor bug in Farrow; Sayer says "I shall remain on the ship. Few will be as forg...
by mikeanthony
February 8th, 2018, 10:47 pm
Forum: Multiplayer Development
Topic: The Altaz Mariners (2p non-linear pirate campaign)
Replies: 321
Views: 100014

Re: The Altaz Mariners (the non-linear pirate campaign)

Ah, those bonuses and blessings, yes, we've had one or two... mostly for hugo's side, as my units seem to have a gift of perfectly missing that blasted randomiser :annoyed: (p.s. I still smile at the "Wesnoth and its unfair RNG" line!) We've had a few, probably about statistically correct; ranging f...
by mikeanthony
February 7th, 2018, 7:00 pm
Forum: Multiplayer Development
Topic: The Altaz Mariners (2p non-linear pirate campaign)
Replies: 321
Views: 100014

Re: The Altaz Mariners (the non-linear pirate campaign)

Our journey resumed, heading eastwards, with a plan to get a bit of cash ready for the 'red' skirmish at Lludwyn. On the way, we stocked up on more gems from reef town - (it was a massive boon finding such a large stash of gems there by the time we first got there; I guess they must have been accumu...
by mikeanthony
February 6th, 2018, 10:48 pm
Forum: Multiplayer Development
Topic: The Altaz Mariners (2p non-linear pirate campaign)
Replies: 321
Views: 100014

Re: The Altaz Mariners (the non-linear pirate campaign)

Right, on with the campaign! We'd talked to Mikal when we were at Elixion, and had been meaning to get around to exploring Thantos (because having a healer on the team is always a handy perk), but we'd been slightly deterred by the red text, so put it off up until this point! But with our new units ...
by mikeanthony
February 6th, 2018, 9:57 pm
Forum: Multiplayer Development
Topic: The Altaz Mariners (2p non-linear pirate campaign)
Replies: 321
Views: 100014

Re: The Altaz Mariners (the non-linear pirate campaign)

(Was away for the weekend, so a slight pause on these updates...) On the global game turns: no problem; just as a fill-in on the more sizeable battles we've done so far: (I'm going off the save-games here, so this is after the end of each battle - in some cases I'm guessing from the closest save gam...
by mikeanthony
February 1st, 2018, 11:02 pm
Forum: Multiplayer Development
Topic: The Altaz Mariners (2p non-linear pirate campaign)
Replies: 321
Views: 100014

Re: The Altaz Mariners (the non-linear pirate campaign)

Back to our questing: with business taken care of at the Ivory tower, we sailed back to explore some of the locations we'd passed by before (doing a bit of trading on the way to replenish our gold). The island we decided to stop at was Farrow - where we immediately found ourselves wading into the mi...
by mikeanthony
January 31st, 2018, 8:51 pm
Forum: Multiplayer Development
Topic: The Altaz Mariners (2p non-linear pirate campaign)
Replies: 321
Views: 100014

Re: The Altaz Mariners (the non-linear pirate campaign)

One thing on island colours: I love the colour-changing names of the island showing when they are safe and when not; (brilliant idea!) one quirk though; we went to greystone the first time (and met crow) and it was yellow, for reasons we worked out after talking to Chot, the friendly neighbourhood p...
by mikeanthony
January 31st, 2018, 8:28 pm
Forum: Multiplayer Development
Topic: The Altaz Mariners (2p non-linear pirate campaign)
Replies: 321
Views: 100014

Re: The Altaz Mariners (the non-linear pirate campaign)

I think you're right about the figureheads idea; too clunky a mechanism... Still trying to think of features for the hideout that would really add interest and/or value A 'training camp' - spend a few gold / miss a few turns to gain a nominal amount of xp on a character? (thinking about it, the reca...
by mikeanthony
January 30th, 2018, 8:33 pm
Forum: Multiplayer Development
Topic: The Altaz Mariners (2p non-linear pirate campaign)
Replies: 321
Views: 100014

Re: The Altaz Mariners (the non-linear pirate campaign)

A final couple of questions for now, about Fort Bastille (we popped back there to hunt for Crow's buddy) - Jessip mentions a bank in the town centre; is this no longer there? I can't see anything that's obviously bank-like? - Hike tells us all the shops are closed; what shops should there be? I'm gu...
by mikeanthony
January 30th, 2018, 8:28 pm
Forum: Multiplayer Development
Topic: The Altaz Mariners (2p non-linear pirate campaign)
Replies: 321
Views: 100014

Re: The Altaz Mariners (the non-linear pirate campaign)

You can pretty much ignore the stash box. It was an earlier idea we never developed. The idea of customising your hideout is kind of cool though. Ok, this might be a bad idea; What if your spare figureheads are stored on your hideout island, and if you wanted to switch them, you had to sail there a...
by mikeanthony
January 30th, 2018, 8:20 pm
Forum: Multiplayer Development
Topic: The Altaz Mariners (2p non-linear pirate campaign)
Replies: 321
Views: 100014

Re: The Altaz Mariners (the non-linear pirate campaign)

Another update from our play-through; (First, one thing I forgot to mention; right at the start, on the Altaz Gaol map, there is a peasant who starts in an inaccessible terrain tile (14,21) - certainly with a quick character (hugo/largo), but possibly regardless, you can get to him to bash him befor...