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
stormoog
Posts: 47
Joined: March 4th, 2005, 12:34 am
Location: Netherlands / Finland
Contact:

Post by stormoog »

LCJr wrote:edit>Looks like Win9.1a is broken. I'll get 9.1b tonight and see what happens.
I've got the same with 0.9.1b
Amor omnia vincit.
aelius
Posts: 497
Joined: August 30th, 2004, 8:07 pm
Location: Virginia, USA

Post by aelius »

Jyhem wrote:I am now in The Long March and I can't see Urza Afalas, and I can't see him talk in the beginning either. I tried removing some spaces after some equal signs, but no luck (I don't know WML, so it's all about making guesses, so don't take my word for it)
There are two bugs at work. One was with the store/unstore code. It's fixed. The other was actually a bug in the code that changes what side he's on. That too should be fixed. I'll add that the Long March is playable, but not done. I'm going to add a bunch more encounters to it to liven it up.
I like the effort you make in actually having a story and varied kinds of scenarios (more varied than "ok, you beat drakes, now to undead, then orcs, then..."). :-D
That to me is the best part of it. A campaign is a chance to tell stories and present choices. The crux of the campaign for me is the choice between justice and mercy in Choice in the For. I wanted the campaign to demonstrate the consequences of that choice. Hopefully it will.

- 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)
User avatar
ivanovic
Lord of Translations
Posts: 1149
Joined: September 28th, 2004, 10:10 pm
Location: Germany

Post by ivanovic »

@ aelius:
It would be really great if you joined wescamp-i18n. This way your South Guard could be translated into other languages and even more players would play it. Who know, maybe the chances for getting it into mainline will go up, because there are already translations ;)
Would be good if you contacted Torangan about this matter. There is also already a wiki-page about this stuff. Look at http://wesnoth.slack.it/?WesCamp for more info.
It would be really great if you supported this project.
Jyhem
Posts: 80
Joined: March 20th, 2004, 4:53 pm
Location: Strasbourg

Post by Jyhem »

aelius wrote:
There are two bugs at work. One was with the store/unstore code. It's fixed. The other was actually a bug in the code that changes what side he's on. That too should be fixed. I'll add that the Long March is playable, but not done. I'm going to add a bunch more encounters to it to liven it up.
While I download it, it just occurs to me that the icon on the campaign server does not match the one for the local campaign.
No big issue.

Hmm, I restarted "Choice in the Fog" from just before the end, and it did not make him appear. And the replay is corrupted :-(
aelius
Posts: 497
Joined: August 30th, 2004, 8:07 pm
Location: Virginia, USA

Post by aelius »

Right now I don't have the time or resources to really support a translation effort. It'd also probably be really frustrating to the translators because I tend to rewrite dialog a lot. Let's wait till the campaign is 1.0 before we start thinking along those lines.

Unfortunately, you can only use icons that appear in the mainline distribution on the campaign server, so I can't use my Horseman commander. The lieutenant makes an acceptable substitute, I guess.

I may have a fiddled version of the Long March up in the next day or so. Work's killing me right now.

- 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: 5243
Joined: May 12th, 2004, 12:35 am
Location: San Pedro, CA

Post by scott »

If you expose the images to the game outside of the campaign ifdef you can use custom art. The L3 outlaw unit pack uses a custom image.

It's not too much work to start on a translation if you know what to do. If the campaign files will remain static for a day I can download them, add the necessary lines, and send them back. From there it's more or less autopilot (torangan takes care of the rest). The only hitch is installing SVN, which wasn't too bad. It's just like CVS with some more features.
Hope springs eternal.
Wesnoth acronym guide.
aelius
Posts: 497
Joined: August 30th, 2004, 8:07 pm
Location: Virginia, USA

Post by aelius »

I've posted another version of the campaign to the server.

* Minor story and flow improvements.
* Tidings, Good and Ill and The Long March reworked (and working).
* Vengeance WML (almost) complete.
* Many bug fixes to do with the recent change to the WML parser breaking lost of sloppy code.
* Portraits added to many units. (Thanks to Jason Lutes outstanding work)

Things left to do:

* Figure out what the annoying WML bug in Vengeance is. Darned if I can see it after two days.
* Rebalance Vengeance and The Tides of War
* Rename Into the Depths
* Rename Seeking the Sage
* Create graphics for Lancer Commander and Dismounted Commander

It's getting close to what I'll eventually consider a finished product.
scott wrote:If you expose the images to the game outside of the campaign ifdef you can use custom art. The L3 outlaw unit pack uses a custom image.
Very cool. Hopefully the South Guard should now be Deoran's horse rearing up.
If the campaign files will remain static for a day I can download them, add the necessary lines, and send them back.
I've run into a really frustrating bug, so they'll probably stay static for a day or two at least. If you want to take a crack at it, shoot me a PM.

- 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)
Jyhem
Posts: 80
Joined: March 20th, 2004, 4:53 pm
Location: Strasbourg

Post by Jyhem »

aelius wrote:I've posted another version of the campaign to the server.
I had to restart all "The Fog" but now it works. I even got the full messages, so...

"our food is running our"
-->
"our food is running sour"
I suppose.
Ardonik
Posts: 70
Joined: May 8th, 2005, 5:31 am
Location: Western United States

Another grammar fix

Post by Ardonik »

Hi, Aelius. In the prologue to Choice in the Fog, the text reads "Ethiliel lead the men..." It should actually read "Ethiliel led the men...."

Other than that, I have no complaints so far, except that trivial mode is so trivial that it makes me feel guilty for playing it....
aelius
Posts: 497
Joined: August 30th, 2004, 8:07 pm
Location: Virginia, USA

Re: Another grammar fix

Post by aelius »

Ardonik wrote:Hi, Aelius. In the prologue to Choice in the Fog, the text reads "Ethiliel lead the men..." It should actually read "Ethiliel led the men...."
Oof. I shall commence flogging myself with a wet noodle. That's embarrassing. Thanks for the catch.

Other than that, I have no complaints so far, except that trivial mode is so trivial that it makes me feel guilty for playing it....[/quote]

That's the idea! It's aimed at someone who's never played the game before, so it's very very easy.

- 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)
turn123

Post by turn123 »

First I would like to say that this is a really nice campaign that I've enjoyed playing.

On into the depths I was dissapointed to discover that I couldn't win due to using Deoran to hold off the dwarves (the only thing he's good IMO).

It's a nice plot twist but enough turns to have a chance at making it or some sort of warning that Deoran needs to accompany the anti-undead part of my army would be nice.

I figured that I would need two units to hold off the dwarves and the other three would be cannon fodder to escort my mage of light to take out the ancient lich :roll: Bad guess on my part.
Attachments
Into_The_Depths_replay.zip
(12.95 KiB) Downloaded 196 times
(S)elfish weirdo
Posts: 94
Joined: March 30th, 2005, 4:10 pm
Location: Trying to finish Mystery campaigns without losses, have completed 0% of the maps so far.

Post by (S)elfish weirdo »

Actually, The dwarves are supposed to ally you when they see you, and there is supposed to be shroud, I am currently finishing this campaign without losses (obviously) but I simply thought that the Into the depths map seemed impossible without either high losses or increidble luck (hitting four out of four times with your Mage of light against the lich, and having annihilated any bodyguards first), therefor I went throught the .cfg files to search after something I might have missed earlier (secretly hoping for mermaid initiates so I could have leveled a mermaid priestess earlier), but what I found was instead a dialouge where the dwarfs ally the humans, I think the reason it doesn't work is due to lack of shroud.
A statement within a signature is a body of absolutist assertions designed to shelter those who cannot abide the cold, hard realities of actually having to prove their claims.
aelius
Posts: 497
Joined: August 30th, 2004, 8:07 pm
Location: Virginia, USA

South Guard Version 0.9.0

Post by aelius »

I've finally gotten around to releasing another version of South Guard. It's rapidly approaching the point where I'd consider it complete. What remains is adding some help text, translation, and testing.

I would really appreciate it if some relatively new players could play through the campaign on "trivial" difficulty and let me know what they think of the balance.

I would also appreciate feedback on the help messages on "trivial" difficulty. I'm adding them to help new players with game concepts and strategy. Are they useful? Am I wasting time adding them?

- 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)
fmunoz
Founding Artist
Posts: 1469
Joined: August 17th, 2003, 10:04 am
Location: Spain
Contact:

Post by fmunoz »

Buglet: In a desperate errant the elvish Avengers die insterad of just dissapearing.. (they now have death animation) so you need to disable it.
Dale
Posts: 1
Joined: June 29th, 2005, 12:59 pm

Always losing Proven by the Sword at turn 5

Post by Dale »

I've tried this campaign: I was impressed, the maps look really well designed! :-)

I've played at Recruit (simple) difficulty, and 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. An example replay is attached.
Attachments
Proven_By_The_Sword_replay.gz
(2.82 KiB) Downloaded 211 times
Post Reply