The South Guard

This is the place for discussing development of mainline campaigns, reporting bugs in them and providing overall feedback.

Moderator: Forum Moderators

Post Reply
freim
Retired Terrain Art Director
Posts: 1113
Joined: November 29th, 2003, 11:40 pm
Location: Norway

Post by freim »

aelius wrote:Funny. I've never had a problem with that. Did you bolt for Westin on the first possible turn? I may put something in the dialogue indicating the urgency with which you have to go. I'm wary of extending the time too much. I want you to have to move!
Getting there wasn't that hard, but to manage to kill the unit on the keep and move your leader there within the time limit was a close call. Maybe I'm missing something?
ozymandias
Posts: 169
Joined: June 9th, 2005, 12:03 am
Location: Kiel, Germany

Post by ozymandias »

Very nice campaign!

I've had a bug playing with Wesnoth 0.9.3 on entering "Into the Depths" where I started the scenario with 100 gold istead of the 500 or so I had.

Didn't happen with 0.9.4 though, so it might have been just a problem with the Wesnoth installation I had.

I've noticed that the Mermen you csn get in the first scenario are Merman Fighters, while the ones you can recruit later on are Merman Hunters - is that meant to be the case?

Also, while the Elves I recruited in "Choice in the Fog" aren't available in "Into the Depths" (presumanbly escorting Sir Gerrick), a Shaman I leveled into a Druid is on my recall list. Which is rather nice, but I think not the way it's supposed to be ;)
HaJo
Inactive Developer
Posts: 174
Joined: August 7th, 2005, 11:52 pm
Location: DE

Re: Always losing Proven by the Sword at turn 5

Post by HaJo »

Dale wrote:I cannot avoid losing Proven by the Sword because I cannot get my leader to Westin before turn 5.
Am I doing something wrong? I am playing version 0.9.0 with BfW 0.9.3.
With SG v0.9.0, Wesnoth 0.9.5 on civilian: on my first try of this scenario,
I also ran out of time reaching the citadel.
Time spent: recruiting 1 turn, 1 attack on the footpad, got several hits,
moved into next village, next turn move into castle next to keep, then game over.

To make it in time, the leader has to go straight to the citadel,
ignoring the footpad, no capturing villages etc. (leave that to your men).

Maybe some dialog when the footpad jumps out, like
"You must hurry to the citadel, we take care of that guy" ?
-HaJo
HaJo
Inactive Developer
Posts: 174
Joined: August 7th, 2005, 11:52 pm
Location: DE

Post by HaJo »

I noticed a few typos in South Guard:

1: Born to the Banner
* "before they can do and more harm" (any)
* "recieve" (receive, several times)

2: Proven by the Sword:
* "... an ambassador came to from the elves..."

Further:
* there are several peasants named "Citizen"
* "before dusk" but turnlimit is 40 turns - dialog should make it clear that this is only the first step
* the message "you must move here by end of the turn...", is immediately followed by
"you have been defeated", so there is no chance to react and do something.

6a: Tidings Good and Ill:
* "...if you but les us pass." (let)

8a: Vengence:
* "... Your have our thanks Lady Ethiliel." (You)
* "Bathed in light, she spoke the the men of Wesnoth," (to)

This scenario is a bit disapointing - to get a quick ending, you can just send Ethiliel forward
and let the eleves kill her... maybe a bug?

Same for 7a "Into the depth" - you have to send lots of men into the cave to explore, wait until the dwarves
get the lich down to about 20 hp, so you can finish him with Hylas, then hurry to the exit before time runs out.
Doable with some scout/reloading, but that is no fun, and definitely not the way a scenario should be played.

Further, I found these messages in stderr.txt:

Code: Select all

scenario: 'Vengeance'
error display: could not open image 'dismounted_commander/human-dismounted-commander-leading.png'
error display: Rectangle has illegal co-ordinates: 892,32,308,390
-HaJo
HaJo
Inactive Developer
Posts: 174
Joined: August 7th, 2005, 11:52 pm
Location: DE

Post by HaJo »

After finishing "Vengeance", I also tried to play the alternative path,
e.g. select the outlaws in "Choice in the fog".
At the end of "Pebbles In The Flood", there is an error in the save-dialog,
resulting in "game over" - see:
http://www.wesnoth.org/forum/viewtopic.php?t=7276 - Overflow of Save-Dialog
-HaJo
HaJo
Inactive Developer
Posts: 174
Joined: August 7th, 2005, 11:52 pm
Location: DE

Post by HaJo »

This overflow of the save-dialog also happens with version 0.9.7.
-HaJo
sanna
Posts: 425
Joined: June 5th, 2004, 9:59 am
Location: Halmstad, Sweden

Post by sanna »

Sorry if this has been mentioned before...
In the campaign def file there is a typo in the textdomain declaration:

Code: Select all

pate="data/campaigns/The_South_Guard/translations"
which of course should be:

Code: Select all

path="data/campaigns/The_South_Guard/translations"
Since you have no translations yet, it will not have shown itself I think. *smile*
Too bad you are not at wescamp-i18n...
aelius
Posts: 497
Joined: August 30th, 2004, 8:07 pm
Location: Virginia, USA

Post by aelius »

I've posted a new version of South Guard to the server that should clean up most of these issues. Thanks for pointing them out. I'd love it if people really picked over the first five scenarios with a fine toothed comb right now.

Also, a plea. Two scenarios, Into the Depths and Vengeance, need substantial revision (i.e. to be rewritten entirely). Because of the start of school, I don't have the time or the will right now to do that. If anyone wants to volunteer to rework those scenarios, you'd earn yourself a place in the credits, and my hearty thanks.

Hopefully the South Guard can get cleaned up for the Developer Endorsed Pack in time...

- b.
La perfection est atteinte non quand il ne reste rien à ajouter, mais quand il ne reste rien à enlever. - Antoine de Saint Exupery (of course)
HaJo
Inactive Developer
Posts: 174
Joined: August 7th, 2005, 11:52 pm
Location: DE

Post by HaJo »

aelius wrote:Two scenarios, Into the Depths and Vengeance, need substantial revision (i.e. to be rewritten entirely).
If "Into the Depths" had no fog-of-war, the player would not need to waste so much time exploring.
Maybe all we need to fix it is a map-item near the entrance, that reveals the cave ?
-HaJo
guest
Posts: 109
Joined: April 16th, 2005, 3:15 am

Post by guest »

Hello.

I see you find Into the Depths in need of revision. I just finished playing it (hardest difficulty = easy). The map was OK, just as long as you don't recruit tons of units to move around. (I find those scenarios where you control an army of over 40 units often tedious, the worst example of this being some of the cave scenarios in Rebirth of the North.)

However, with only a 1-hex wide pathway towards the lich, there was no way for me to break through fast enough - the allied dwarves get in the way. Opening up more routes woulld be good. As it was, I just managed to kill the lich on turn 36/36 (resorted to save-loading on that turn twice, because I needed the only mage (MoL) to hit with 80 points...). Then, needing more turns after that was a nasty surprise - not that troublesome, because I had considered the scenario unbeatable under the circumstances already ten turns earlier.

With ten-fifteen turns more (I'm guessing), I could've won. However, had I sent my leader to the wrong direction first (no exit that way), there is no way to fulfill the final objective. So if you ever get to redesigning the scenario, a more complete overhaul could be useful too.

Just my 2%..
User avatar
Eleazar
Retired Terrain Art Director
Posts: 2481
Joined: July 16th, 2004, 1:47 am
Location: US Midwest
Contact:

Post by Eleazar »

i've started playing South Guard on easy, because normally that's the only level i have a ghost of a chance on. However i was pleasantly surprized that it was actually easy.

Two oddities (bugs?) have struck me sofar:

1) Deored when he advances gets a choice of a L2 and a L3 advancement.
The L3 choice seemed substantially better, especially since he then gets to lead his L2 troops

2) There's talk at the end of "Proven by the Sword" of being attacked by undead. However, i beat the level fighting only normal outlaws, without an undead in sight.

Also some of the tutorial text in the first level (which i think is a great idea) often assumed i was doing something i wasn't.

For instance when it said "lets stay on the north bank of the river" I was well onto the southern side.

And when i had sent my minion to the Southern fort, Deoran was told to go back fort and recruit, while he had never left.
Feel free to PM me if you start a new terrain oriented thread. It's easy for me to miss them among all the other art threads.
-> What i might be working on
Attempting Lucidity
aelius
Posts: 497
Joined: August 30th, 2004, 8:07 pm
Location: Virginia, USA

Post by aelius »

The South Guard has reached 1.0.0! I've been stealthily working on it whilst teaching and working. I've finally gotten it to the point where I'd call it a 1.0 release. Big changes:

* I've created entirely new art and animations for the hero units, Deoran and Sir Gerrick
* Into the Depths has been redone no longer sucks quite as badly (I hope).
* All scenarios are complete and playable.

Check it out and let me know what you think!

- b.
La perfection est atteinte non quand il ne reste rien à ajouter, mais quand il ne reste rien à enlever. - Antoine de Saint Exupery (of course)
scott
Posts: 5242
Joined: May 12th, 2004, 12:35 am
Location: Alexandria, VA

Post by scott »

Deoran's AMLA as a horseman commander is set to 1 XP. After every attack he gets 4 HP (potentially). This may be a part of the difficulty mitigation, but it can get pretty out of hand after a while.
Hope springs eternal.
Wesnoth acronym guide.
aelius
Posts: 497
Joined: August 30th, 2004, 8:07 pm
Location: Virginia, USA

Post by aelius »

Heh. That's me debugging the AMLA. Will be fix in a minute. In the mean time, enjoy a very powerful Deoran!

- b.
La perfection est atteinte non quand il ne reste rien à ajouter, mais quand il ne reste rien à enlever. - Antoine de Saint Exupery (of course)
freim
Retired Terrain Art Director
Posts: 1113
Joined: November 29th, 2003, 11:40 pm
Location: Norway

Post by freim »

aelius, could you please chose a non-custom icon?

Your current one makes the layout of http://wolff.to/campaigns/list.html look terrible in the Opera web browser since the alt tag is so long, and Opera don't break it into several lines.

I edited it earlier, but now that you updated it the old one is back.

Using custom icons don't work for anyone (ingame or web interface) before downloading the campaign. It works ingame only when the campaign already is installed.
Post Reply