new campaign: Green Isle

Discussion and development of scenarios and campaigns for the game.

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devadip
Posts: 11
Joined: January 27th, 2006, 8:16 am
Location: France

Post by devadip »

Green Isle .47
Battle of W. 1.2.6
Difficulty Normal
Imac G5 1.9 GHz 1 Go Ram OS X.4.10 (The Tiger)
PB G4 1.5 GHz 1 Go Ram OS X.3.9 (Panther)
gabe
Posts: 180
Joined: December 15th, 2006, 1:15 am
Location: an island in the pacific

Post by gabe »

doing a redo of scenario 5
was done in 2 scenarios at first for some reason i forget
made it sloppy
am gonna fix it
then test through that level and repost to server
the wml for 6 - 8 is mostly done
9 - 10 is outlined
should be fun
wish me luck
chutes

ps give feedback as i need it
happy timezone traveler
Zwingli
Posts: 4
Joined: March 22nd, 2007, 3:24 pm

Post by Zwingli »

I have tried your Green Isle campaign and have been enjoying it but I can't continue because the signpost bug is not fixed. I like the idea, and look forward to your bug fixes.
gabe
Posts: 180
Joined: December 15th, 2006, 1:15 am
Location: an island in the pacific

Post by gabe »

fixed the moveto bug
had been a move_to event which is wrong
fixed some other stuff
played through scenario 5
couldnt go on as the move_to bug was still there
is no moveto so should work
will continue working on it
need to retest through 5
but should be smooth
have the next 3 scenarios kind of done
not tested at all but mostly there
will repost to server asap
thanks and keep up the feedback
happy timezone traveler
gabe
Posts: 180
Joined: December 15th, 2006, 1:15 am
Location: an island in the pacific

Post by gabe »

retested through 5
thanks to zookeeper who noticed a stupid error that prevented the moveto victory event from working the scenario now is winnable
haven't tested all the die events but they are mainly there to be complete
not because i think they are needed
anyway i start testing on scenario 6 today
will repost as soon as possible

as a side note the campaign should soon include a default era + fae mulitplayer option
this is mainly for me and unit testing but still I wanted to let you all know

thanks for feedback and support in advance
happy timezone traveler
gabe
Posts: 180
Joined: December 15th, 2006, 1:15 am
Location: an island in the pacific

Post by gabe »

well through 5 is tested
going to add some dialog and some other minor tweaks
working on scenario 6 Into_The_Mountains now
seems good but want to have some units come with the party
as the level is intense
also need to make sure the gold works out properly at the end
but cant test that until the rest is cleaned up

as a side note due to help from zookeeper and shadowmaster the fae are a faction that can be played with default
is included with the campaign
will have that era plus another era that has just 2 faction fae vs invaders

anyway thats how things are going right now
keep the feedback coming
and thanks for all the help I have gotten
happy timezone traveler
gabe
Posts: 180
Joined: December 15th, 2006, 1:15 am
Location: an island in the pacific

Post by gabe »

got the units to work
involves an honor guard selection scenario
but it solves my problem

posted an update of the campaign with the new stuff
so enjoy and keep the feedback coming
happy timezone traveler
Fsevra
Posts: 3
Joined: December 15th, 2007, 5:31 am

Post by Fsevra »

Hi, I consider myself a pretty solid Easy player, and I just played through this campaign.

All of the 'huge blocks of mountains' levels could use a couple of passes, actually. It makes the maps very annoying when they're huge and your units only move one square.

I think the crescent harbor level (#2?) needs at least 5 more turns on easy or a better way through the mountains.

In general, easy difficulty with this campaign seemed quite a bit harder than it should be.
gabe
Posts: 180
Joined: December 15th, 2006, 1:15 am
Location: an island in the pacific

Post by gabe »

haven't played through that one in a bit
will check it out again
just changed some later maps for similar reasons
you do have some leveled guys for the scenario?
do you move them as 1 army or split into 2 groupings
one for each leader?
anyway
thanks for the feedback
should be able to post an update in the next few days
have to go cafe with laptop
so might be a bit
keep the comments coming
thanks
happy timezone traveler
Lord Of Weapons And Magic
Posts: 34
Joined: December 28th, 2007, 7:03 pm

Huge Problem!

Post by Lord Of Weapons And Magic »

Correction is in Refugges, onto that Scenario just after the Dialogs of the Enfoncer and the fae Civilian ends a window says that the unit Orchis Assasin is missing, when i see the WML and i put the Line The Game Runs, but, when i lend it as you writed it the game crashes here are the Files.

The Version is Wesnoth 1.2.8 and 5.13 from your campaing.
Attachments
Refugees.cfg
Now here is the Corrected File but i cant make it to the Sea of Evil, Why?
(7.87 KiB) Downloaded 201 times
RefugeesX.cfg
This i the one that is bad, the line is the one of the enemies that appear on the stage.
(7.86 KiB) Downloaded 215 times
Last edited by Lord Of Weapons And Magic on January 6th, 2008, 2:27 am, edited 3 times in total.
gabe
Posts: 180
Joined: December 15th, 2006, 1:15 am
Location: an island in the pacific

Post by gabe »

what version are you playing
the Night_Raids have been one level for a while
try reinstall the campaign
it should work up through A_Sea_Of_Evil
with that level and Refugees having some non-fatal bugs
let me know and thanks for playing
happy timezone traveler
Lord Of Weapons And Magic
Posts: 34
Joined: December 28th, 2007, 7:03 pm

Post by Lord Of Weapons And Magic »

gabe wrote:what version are you playing
the Night_Raids have been one level for a while
try reinstall the campaign
it should work up through A_Sea_Of_Evil
with that level and Refugees having some non-fatal bugs
let me know and thanks for playing
See my post above to make the corrections of th Refugges Scenario, reinstalled the campaing the game dioesnt runs A_Sea_Of_Evil
gabe
Posts: 180
Joined: December 15th, 2006, 1:15 am
Location: an island in the pacific

Post by gabe »

thanks for heads up on errors
checked it out
dont think the line you changed was the problem
think it had to do with the unit list having spaces
as i know that bugs the engine
also i saw a unit that had his coords listed 2 times
fixed that
uploaded the changes
let me know if happens again
been busy lately so worked has slowed
hopefully will pick up again soon
thanks for the feedback
happy timezone traveler
Lord Of Weapons And Magic
Posts: 34
Joined: December 28th, 2007, 7:03 pm

No Prob.

Post by Lord Of Weapons And Magic »

No Problem :lol:
Lord Of Weapons And Magic
Posts: 34
Joined: December 28th, 2007, 7:03 pm

No Prob.

Post by Lord Of Weapons And Magic »

New Bug, your campaing crashes every turn after the 11, when i reupload it works until the next turn (eye first scenario) :twisted:

UPDATE:

New Bugs: the Last one is true but i found what is causing it its an a problem with the SShide unit, looks like your campaing doesnt reconize her.

Now the Refugees works Fine, but still after i finish it the game returns me onto the mains Screen.

the Fae L0 units dont advance, they pass onto trainee, but they stay there no advancement, no nothing.

your .cfg still indicates that the Version .47 not .51 or any other (may be this is what causes some of the Bugs).

Well thats all to report for now :D
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