The Altaz Mariners (2p pirate RPG) now with French translation!

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Maboul
Posts: 63
Joined: September 26th, 2007, 7:28 pm
Location: France

Re: The Altaz Mariners (pirate co-op campaign) big update!

Post by Maboul »

yes, it's the macro, if you use

Code: Select all

label=_ "<span color='blue'>Get some sleep and look for him in the morning</span>"
you'll get a string to translate (in the .pot and .po files) like this

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<span color='blue'>Get some sleep and look for him in the morning</span>
if you do

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"<span color='{TAM_BLUE}'>" + _ "Get some sleep and look for him in the morning" + "</span>"
you'll get a string to translate like this

Code: Select all

Get some sleep and look for him in the morning
Last case is more friendly for the translator. It's usually a best practice to give just simple texts to translators.
Moreover, if he preprocesses translations with an online tool (like i did), he might get this

Code: Select all

<span color='bleu'>Get some sleep and look for him in the morning</span>
color value might be translated... And it's not the worst case, he might simply break the html...

Anyway, i've put your addon on github,where i have an account : https://github.com/Maboul/The_Altaz_Mariners
I've pushed 2 commits: thess pages display the changes i've made on your code :
https://github.com/Maboul/The_Altaz_Mar ... 3ec51a1ea7
https://github.com/Maboul/The_Altaz_Mar ... 8bb15c2075

if you just want to download the zip : https://github.com/Maboul/The_Altaz_Mar ... master.zip

I'll probably modify the translations, i'll have to play the campaign again.

PS:
In the description of the campaign, you put the version directly in the text to translate, when you'll update your version number, the text won't be translated anymore. It's better to put the version outside the text to translate

I used GUI.pyw to generate the .pot file, it's easy to use. If you change your code, and modify some texts, you have to regenerate the pot file. Then, translators can update their .po file with the new .pot file

I've made the modifications on the latest version, taken from addons server. It seems the first time i did, it wasn't the latest. Ihope i didn't rollback some of your latest changes... please, check:
- You're using macro ABILITY_LEADERSHIP_LEVEL_2, ABILITY_LEADERSHIP_LEVEL_3, ABILITY_LEADERSHIP_LEVEL_4. But in the first version i've modified, it was the latest macro ABILITY_LEADERSHIP
- Probably in scenario black_rock-a.cfg, i'm not sure of the duration value (line 182, duration=level)


Finally, there are a lot of files, you've done an impressive work, congratulation :)
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Bob_The_Mighty
Posts: 870
Joined: July 13th, 2006, 1:15 pm

Re: The Altaz Mariners (pirate co-op campaign) big update!

Post by Bob_The_Mighty »

Hi Maboul. Version 3.3 was the latest release of the campaign. I had made a few changes to slavenia-a.cfg and inventory.cfg since then, but I can redo. Where would you suggest putting the version number instead of in the intro text? We could just remove it. I don't remember changing which leadership macro is used, I guess it should be using the latest mainline macro. Oh, and duration=level is old code that should be removed. How is the translation going?
My current projects:
MP pirate campaign: The Altaz Mariners
RPG sequel: Return to Trent
MP stealth campaign: Den of Thieves
vghetto
Posts: 755
Joined: November 2nd, 2019, 5:12 pm

Re: The Altaz Mariners (pirate co-op campaign) big update!

Post by vghetto »

Hi,
A couple of message menus look funny because it mixes [message][option]description= and [message][option]message=, resulting in some of the options getting tabbed to the right.

You can see examples of that when talking to the dwarf on fort bastille and the leader on griply.
The deprecation warning suggests that they all should be replaced with [message][option]label= for consistency.
vghetto
Posts: 755
Joined: November 2nd, 2019, 5:12 pm

Re: The Altaz Mariners (pirate co-op campaign) big update!

Post by vghetto »

Hi,
The spices defined in 'scenarios/ivory_tower1.cfg' can be picked up in the upper levels (ivory_tower2.cfg, ivory_tower3.cfg) when you go to those same x,y values.

Also, {TAM_PICK_UP_GOODS} is called twice in that scenario, {TAM_GLOBAL_EVENTS} already included it.

Edit:
In the scenario solant_tower-a.cfg, the moveto for the shape should either have first_time_only=no or
[filter_condition] like:

Code: Select all

               [filter_condition]
                       {CONDITION current_rune equals triangle}
               [/filter_condition]
Otherwise, you won't get the message on each shape change.

Edit2:
tomb_underground.cfg scenario needs a {LIMIT_CONTEMPORANEOUS_RECRUITS} or something similar. There's so many of them I'm unable to teleport.

Edit3:
on fort_liberty_coastal.cfg the female variant of TAM_Cannon don't have an image and appear invisible until attacked.
changing the female second [standing_anim] direction to direction=nw,sw seems to fix that.
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Atreides
Posts: 1039
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Location: On the 2nd story of the centre village of Merwuerdigliebe turning the lights on and off

Re: The Altaz Mariners (pirate co-op campaign) big update!

Post by Atreides »

Well another loss. Died on Dahazi beach. Not sure how one can defeat 20 loyalists and more coming with only the 2 leaders, 2 ogres and 6 loyal saurians. (plus the allied saurian handful) other than spending the gold I'm trying to save for the ship on recall/recruit. I sat in the good 60% terrain and the loys were on the open road yet it was still a massacre.

I know that the description says it is an expert level campaign but it seemed too interesting to ignore. Perhaps I should do what I read some folks do, just debug my way through the campaign to enjoy the atmosphere and the story and forget about playing any battles. I guess half a campaign is better than none.
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Bob_The_Mighty
Posts: 870
Joined: July 13th, 2006, 1:15 pm

Re: The Altaz Mariners (pirate co-op campaign) big update!

Post by Bob_The_Mighty »

I've just uploaded new version of The Altaz Mariners to the add-ons server for Wesnoth 1.16.
This version incorporates Maboul's impressive French translation and a bunch of bug fixes (thanks to vghetto).
Please let me know how it runs on 1.16.
My current projects:
MP pirate campaign: The Altaz Mariners
RPG sequel: Return to Trent
MP stealth campaign: Den of Thieves
vghetto
Posts: 755
Joined: November 2nd, 2019, 5:12 pm

Re: The Altaz Mariners (2p pirate RPG) now with French translation!

Post by vghetto »

Awesome!
I'll give the code a thorough look tomorrow.
Btw, the poacher unit attack images are missing.
In 1.16 the files changed from poacher-attack[1-3].png to poacher-bow-attack[1-7].png. Check the core unit definition in 1.16 for reference to update the TAM_Poacher animations.

Edit:
These are not a big deal.

In macros/ability_events.cfg Glutton side turn event. The filter has side=1,2 and side=$side_number.

Still using the deprecated [option]message=. And mixing of [option]label= and [option]description=.
Preferably they should all be [option]label=

Overlays still assigned in some places. In other places it was updated to [effect]
./scenarios/blade_point-c.cfg: overlays="misc/hero-icon.png"
./scenarios/fort_liberty_coastal.cfg: overlays="misc/leader-crown.png"
./scenarios/fort_liberty_sewers.cfg: overlays="misc/loyal-icon.png"
./scenarios/fort_liberty_throne_room.cfg: overlays="misc/loyal-icon.png"
./scenarios/gaol-a.cfg: overlays=misc/hero-icon.png
./scenarios/gaol-cheat.cfg: overlays=misc/hero-icon.png
./scenarios/greystone_port-a.cfg: overlays="misc/loyal-icon.png"
./scenarios/hideout-a.cfg: overlays="misc/loyal-icon.png"
./scenarios/morteau-c.cfg: overlays="misc/leader-crown.png"
./scenarios/solant_onboard.cfg: overlays=misc/hero-icon.png
./scenarios/temple_of_ice-b.cfg: overlays=misc/hero-icon.png
./scenarios/temple_of_ice_underground-b.cfg: overlays=misc/hero-icon.png
./scenarios/x-encounter-ghostship-mermen.cfg: overlays="misc/leader-crown.png"
vghetto
Posts: 755
Joined: November 2nd, 2019, 5:12 pm

Re: The Altaz Mariners (2p pirate RPG) now with French translation!

Post by vghetto »

I'm playtesting now and I got some problems.
As soon as I got to the world map. I got a big warning about broken campaign branches.
I got invalid pango markup in the text when I accessed the trader on Rutt. I don't think the text changes done for the translation was done correctly :/

Edit: console output

Code: Select all

20211030 11:50:44 error engine: Unknown next scenario 'black_rock-d'
20211030 11:50:44 error engine: Unknown next scenario 'blade_point-d'
20211030 11:50:44 error engine: Unknown next scenario 'dahazi_beach-d'
20211030 11:50:44 error engine: Unknown next scenario 'elixion-c'
20211030 11:50:44 error engine: Unknown next scenario 'elixion-d'
20211030 11:50:44 error engine: Unknown next scenario 'farmville-c'
20211030 11:50:44 error engine: Unknown next scenario 'farmville-d'
20211030 11:50:44 error engine: Unknown next scenario 'farrow-c'
20211030 11:50:44 error engine: Unknown next scenario 'farrow-d'
20211030 11:50:44 error engine: Unknown next scenario 'fire_abbey-b'
20211030 11:50:44 error engine: Unknown next scenario 'fire_abbey-c'
20211030 11:50:44 error engine: Unknown next scenario 'fire_abbey-d'
20211030 11:50:44 error engine: Unknown next scenario 'fort_bastille-b'
20211030 11:50:44 error engine: Unknown next scenario 'fort_bastille-c'
20211030 11:50:44 error engine: Unknown next scenario 'fort_bastille-d'
20211030 11:50:44 error engine: Unknown next scenario 'fort_liberty-c'
20211030 11:50:44 error engine: Unknown next scenario 'gaol-c'
20211030 11:50:44 error engine: Unknown next scenario 'gaol-d'
20211030 11:50:44 error engine: Unknown next scenario 'greystone_port-b'
20211030 11:50:44 error engine: Unknown next scenario 'greystone_port-c'
20211030 11:50:44 error engine: Unknown next scenario 'greystone_port-d'
20211030 11:50:44 error engine: Unknown next scenario 'hideout-c'
20211030 11:50:44 error engine: Unknown next scenario 'hideout-d'
20211030 11:50:44 error engine: Unknown next scenario 'isle_of_neafsey-c'
20211030 11:50:44 error engine: Unknown next scenario 'isle_of_neafsey-d'
20211030 11:50:44 error engine: Unknown next scenario 'judro_pits-d'
20211030 11:50:44 error engine: Unknown next scenario 'lantos-c'
20211030 11:50:44 error engine: Unknown next scenario 'lantos-d'
20211030 11:50:44 error engine: Unknown next scenario 'lludwyn-c'
20211030 11:50:44 error engine: Unknown next scenario 'lludwyn-d'
20211030 11:50:44 error engine: Unknown next scenario 'mertropolis-c'
20211030 11:50:44 error engine: Unknown next scenario 'mertropolis-d'
20211030 11:50:44 error engine: Unknown next scenario 'newhart-c'
20211030 11:50:44 error engine: Unknown next scenario 'newhart-d'
20211030 11:50:44 error engine: Unknown next scenario 'peoria_ruins-c'
20211030 11:50:44 error engine: Unknown next scenario 'peoria_ruins-d'
20211030 11:50:44 error engine: Unknown next scenario 'polupa-b'
20211030 11:50:44 error engine: Unknown next scenario 'polupa-c'
20211030 11:50:44 error engine: Unknown next scenario 'polupa-d'
20211030 11:50:44 error engine: Unknown next scenario 'port_rutt-b'
20211030 11:50:44 error engine: Unknown next scenario 'port_rutt-c'
20211030 11:50:44 error engine: Unknown next scenario 'port_rutt-d'
20211030 11:50:44 error engine: Unknown next scenario 'reef_town-b'
20211030 11:50:44 error engine: Unknown next scenario 'reef_town-c'
20211030 11:50:44 error engine: Unknown next scenario 'reef_town-d'
20211030 11:50:44 error engine: Unknown next scenario 'royal_palace-c'
20211030 11:50:44 error engine: Unknown next scenario 'royal_palace-d'
20211030 11:50:44 error engine: Unknown next scenario 'slavenia-b'
20211030 11:50:44 error engine: Unknown next scenario 'slavenia-c'
20211030 11:50:44 error engine: Unknown next scenario 'slavenia-d'
20211030 11:50:44 error engine: Unknown next scenario 'solant-c'
20211030 11:50:44 error engine: Unknown next scenario 'solant-d'
20211030 11:50:44 error engine: Unknown next scenario 'temple_of_ice-d'
20211030 11:50:44 error engine: Unknown next scenario 'thantos_jungle-c'
20211030 11:50:44 error engine: Unknown next scenario 'thantos_jungle-d'
20211030 11:50:44 error engine: Unknown next scenario 'tomb-c'
20211030 11:50:44 error engine: Unknown next scenario 'tomb-d'
20211030 11:50:44 error engine: Some of the possible next scenarios are missing, you might not be able to finish this campaign.

Please report the following missing scenarios to the campaign’s author:
• black_rock-d
• blade_point-d
• dahazi_beach-d
• elixion-c
• elixion-d
• farmville-c
• farmville-d
• farrow-c
• farrow-d
• fire_abbey-b
• fire_abbey-c
• fire_abbey-d
• fort_bastille-b
• fort_bastille-c
• fort_bastille-d
• fort_liberty-c
• gaol-c
• gaol-d
• greystone_port-b
• greystone_port-c
• greystone_port-d
• hideout-c
• hideout-d
• isle_of_neafsey-c
• isle_of_neafsey-d
• judro_pits-d
• lantos-c
• lantos-d
• lludwyn-c
• lludwyn-d
• mertropolis-c
• mertropolis-d
• newhart-c
• newhart-d
• peoria_ruins-c
• peoria_ruins-d
• polupa-b
• polupa-c
• polupa-d
• port_rutt-b
• port_rutt-c
• port_rutt-d
• reef_town-b
• reef_town-c
• reef_town-d
• royal_palace-c
• royal_palace-d
• slavenia-b
• slavenia-c
• slavenia-d
• solant-c
• solant-d
• temple_of_ice-d
• thantos_jungle-c
• thantos_jungle-d
• tomb-c
• tomb-d

Once this is fixed, you will need to restart this scenario.
20211030 11:51:03 error gui/layout: pango_text::set_markup text 'You can trade goods here. The going price for goods differs from port to port - depending on the distance to the nearest distillery, mine or plantation.
 
Your ship is currently carrying:
<span color=#1F8FFF'>0</span>/2 barrels of rum
<span color=#1F8FFF'>0</span>/2 chests of jewels
<span color=#1F8FFF'>0</span>/2 pots of spices
 ' has broken markup, set to normal text.
20211030 11:51:03 error gui/layout: pango_text::set_markup text 'You can trade goods here. The going price for goods differs from port to port - depending on the distance to the nearest distillery, mine or plantation.
 
Your ship is currently carrying:
<span color=#1F8FFF'>0</span>/2 barrels of rum
<span color=#1F8FFF'>0</span>/2 chests of jewels
<span color=#1F8FFF'>0</span>/2 pots of spices
 ' has broken markup, set to normal text.
20211030 11:51:03 error gui/layout: pango_text::set_markup text 'You can trade goods here. The going price for goods differs from port to port - depending on the distance to the nearest distillery, mine or plantation.
 
Your ship is currently carrying:
<span color=#1F8FFF'>0</span>/2 barrels of rum
<span color=#1F8FFF'>0</span>/2 chests of jewels
<span color=#1F8FFF'>0</span>/2 pots of spices
 ' has broken markup, set to normal text.
20211030 11:51:03 error gui/layout: pango_text::set_markup text 'You can trade goods here. The going price for goods differs from port to port - depending on the distance to the nearest distillery, mine or plantation.
 
Your ship is currently carrying:
<span color=#1F8FFF'>0</span>/2 barrels of rum
<span color=#1F8FFF'>0</span>/2 chests of jewels
<span color=#1F8FFF'>0</span>/2 pots of spices
 ' has broken markup, set to normal text.
20211030 11:51:03 error gui/layout: pango_text::set_markup text 'You can trade goods here. The going price for goods differs from port to port - depending on the distance to the nearest distillery, mine or plantation.
 
Your ship is currently carrying:
<span color=#1F8FFF'>0</span>/2 barrels of rum
<span color=#1F8FFF'>0</span>/2 chests of jewels
<span color=#1F8FFF'>0</span>/2 pots of spices
 ' has broken markup, set to normal text.
20211030 11:51:03 error gui/layout: pango_text::set_markup text 'You can trade goods here. The going price for goods differs from port to port - depending on the distance to the nearest distillery, mine or plantation.
 
Your ship is currently carrying:
<span color=#1F8FFF'>0</span>/2 barrels of rum
<span color=#1F8FFF'>0</span>/2 chests of jewels
<span color=#1F8FFF'>0</span>/2 pots of spices
 ' has broken markup, set to normal text.
20211030 11:51:03 error gui/layout: pango_text::set_markup text 'You can trade goods here. The going price for goods differs from port to port - depending on the distance to the nearest distillery, mine or plantation.
 
Your ship is currently carrying:
<span color=#1F8FFF'>0</span>/2 barrels of rum
<span color=#1F8FFF'>0</span>/2 chests of jewels
<span color=#1F8FFF'>0</span>/2 pots of spices
 ' has broken markup, set to normal text.
20211030 11:51:03 error gui/layout: pango_text::set_markup text 'You can trade goods here. The going price for goods differs from port to port - depending on the distance to the nearest distillery, mine or plantation.
 
Your ship is currently carrying:
<span color=#1F8FFF'>0</span>/2 barrels of rum
<span color=#1F8FFF'>0</span>/2 chests of jewels
<span color=#1F8FFF'>0</span>/2 pots of spices
 ' has broken markup, set to normal text.
20211030 11:51:03 error gui/layout: pango_text::set_markup text 'You can trade goods here. The going price for goods differs from port to port - depending on the distance to the nearest distillery, mine or plantation.
 
Your ship is currently carrying:
<span color=#1F8FFF'>0</span>/2 barrels of rum
<span color=#1F8FFF'>0</span>/2 chests of jewels
<span color=#1F8FFF'>0</span>/2 pots of spices
 ' has broken markup, set to normal text.
20211030 11:51:03 error gui/layout: pango_text::set_markup text 'You can trade goods here. The going price for goods differs from port to port - depending on the distance to the nearest distillery, mine or plantation.
 
Your ship is currently carrying:
<span color=#1F8FFF'>0</span>/2 barrels of rum
<span color=#1F8FFF'>0</span>/2 chests of jewels
<span color=#1F8FFF'>0</span>/2 pots of spices
 ' has broken markup, set to normal text.
20211030 11:51:03 error gui/layout: pango_text::set_markup text 'You can trade goods here. The going price for goods differs from port to port - depending on the distance to the nearest distillery, mine or plantation.
 
Your ship is currently carrying:
<span color=#1F8FFF'>0</span>/2 barrels of rum
<span color=#1F8FFF'>0</span>/2 chests of jewels
<span color=#1F8FFF'>0</span>/2 pots of spices
 ' has broken markup, set to normal text.
20211030 11:51:03 error gui/layout: pango_text::set_markup text 'You can trade goods here. The going price for goods differs from port to port - depending on the distance to the nearest distillery, mine or plantation.
 
Your ship is currently carrying:
<span color=#1F8FFF'>0</span>/2 barrels of rum
<span color=#1F8FFF'>0</span>/2 chests of jewels
<span color=#1F8FFF'>0</span>/2 pots of spices
 ' has broken markup, set to normal text.
20211030 11:51:03 error gui/layout: pango_text::set_markup text 'You can trade goods here. The going price for goods differs from port to port - depending on the distance to the nearest distillery, mine or plantation.
 
Your ship is currently carrying:
<span color=#1F8FFF'>0</span>/2 barrels of rum
<span color=#1F8FFF'>0</span>/2 chests of jewels
<span color=#1F8FFF'>0</span>/2 pots of spices
 ' has broken markup, set to normal text.
vghetto
Posts: 755
Joined: November 2nd, 2019, 5:12 pm

Re: The Altaz Mariners (2p pirate RPG) now with French translation!

Post by vghetto »

Ok, the pango bug didn't turn out to be that bad. Just a missing '.

One thing i'm not sure of is fort_liberty-c. That scenario id doesn't exist and in no where does the variable fort_liberty get assigned to c. So I just commented out that condition.
The other map names I hid them inside a variable to not show the big ass warning.
I also updated the defs for TAM_Bandit, TAM_Poacher, TAM_Trapper to match 1.16. The trapper death animation was removed, but the images are still there. So I kept it.
Attaching a diff for the fixes.
Attachments
bugs.diff
(10.4 KiB) Downloaded 70 times
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Bob_The_Mighty
Posts: 870
Joined: July 13th, 2006, 1:15 pm

Re: The Altaz Mariners (2p pirate RPG) now with French translation!

Post by Bob_The_Mighty »

Thanks vghetto. That missing scenario pop-up is pretty annoying - you'd think it was enough just to mention it in the error log! Anyway, I'd already found a solution by simplifying the macro and repeating it. I implemented your unit changes, but there's something up with the Trapper. My 1.16 Trapper file doesn't have the new melee animation. Where did you get the attack_anim in your bugs file? What's stranger is that the new attack anim doesn't show, even when I copied your code into my add-on.

I'm also getting lots of this: "libpng warning: iCCP: known incorrect sRGB profile" - any idea what that means?
My current projects:
MP pirate campaign: The Altaz Mariners
RPG sequel: Return to Trent
MP stealth campaign: Den of Thieves
vghetto
Posts: 755
Joined: November 2nd, 2019, 5:12 pm

Re: The Altaz Mariners (2p pirate RPG) now with French translation!

Post by vghetto »

I don't know how to copy and paste :doh: :oops:
It seems I made some mistakes in copying the Poacher and Trapper animations. Please revert them back to your original version.

I was trying to mimic the [attack_anim] blocks from wesnoth 1.16 core and I failed.
/home/amnesia/local/games/wesnoth/1.16/share/wesnoth/data/core/units/humans/Woodsman_Poacher.cfg
/home/amnesia/local/games/wesnoth/1.16/share/wesnoth/data/core/units/humans/Woodsman_Trapper.cfg

Here is my suggestion. Try to take the [attack_anim] blocks from 1.16. Or, stick to the original TAM_Poacher and TAM_Trapper and copy the core poacher and trapper images from 1.14 into The_Altaz_Mariners/images/units/human-mariners. Then simply update the image file paths for TAM_Poacher and TAM_Trapper.
I'm also getting lots of this: "libpng warning: iCCP: known incorrect sRGB profile" - any idea what that means?
I get this too. I don't know what it means. I don't think it is TAM related.

Edit: The mushrooms look weird on elixion. Simply replace Uf to Tf to fix in these maps.
maps/bighorns_liberation.map
maps/black_blade_cavern.map
maps/black_rock-b.map
maps/black_rock.map
maps/blade_point.map
maps/elixion.map
maps/fort_liberty_sewers.map
maps/judro_pits_underground.map
maps/lantos.map
maps/peoria_ruins.map
maps/slavenia.map
maps/temple_of_ice.map
maps/thurh_gar.map

I did it using sed -i 's/Uf/Tf/g' *.map

Question, why was COPYING.txt removed?


Edit2:
It is possible to get stuck on farmville-b when subquest_tet is 4 and farrow is a.

TAM_MORTEAU_MACHINE doesn't take into account if the building has been destroyed. Maybe add an additional [filter_condition] that checks the value of subquest_lab being less than 3
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Bob_The_Mighty
Posts: 870
Joined: July 13th, 2006, 1:15 pm

Re: The Altaz Mariners (2p pirate RPG) now with French translation!

Post by Bob_The_Mighty »

So, there is another update to The Altaz Mariners for Wesnoth 1.16. Apologies to the 50+ people who downloaded the campaign since Friday. And thanks again to vghetto for helping me with the port. There may be other wrinkles hiding in the folds, but it seems playable now.

Remember, this campaign was designed to be played as a multiplayer game over the game lobby, but it can also be played as a single-player campaign through the standard campaign menu. (Go here for vgehtto's patch to improve the single-player experience).
Attachments
TAM-menu-screenshot.jpg
My current projects:
MP pirate campaign: The Altaz Mariners
RPG sequel: Return to Trent
MP stealth campaign: Den of Thieves
Lich_Lord
Posts: 105
Joined: December 23rd, 2009, 5:22 am

Re: The Altaz Mariners (2p pirate RPG) now with French translation!

Post by Lich_Lord »

I recently discovered this campaign and I'm a fan. It's quite challenging and I've needed to reload a lot. If I was playing with another person that would be annoying but for SP its fine.
In some scenarios I've come very close to running out of time. I'm not done with the playthrough but so far the Sea Serpent escape I finished at 78/80 turns without enough time to go for the brain. I didn't spot the cuttlefish though so maybe on a replay that's doable. And rescuing the heroes from the Isle of Neafsey was quite difficult too. I finished it on turn 28/30, though I did spend several turns killing the wraith before learning its immortal.

There have also been a couple instances where even reloading the scenario wouldn't have saved me if I didn't have gold on hand. For example I was attacked by undead pirates while sailing around and if I wasn't fortunate enough to have gold for recruits saved up that would've been unbeatable. I currently have no followers and I imagine that greatly influences the difficulty level of scenarios.
DwarvenRogue
Posts: 14
Joined: September 25th, 2018, 10:29 pm

SPOILERS: Altaz Mariners stuck on the storm barrier

Post by DwarvenRogue »

I have been to every island above the storm barrier and
Spoiler:
The last hint that I received about Marco leads me into the storm barrier, but
Spoiler:
. Please help.
We will descend upon the foe, we will overwhelm them, we will leave none alive! Meanwhile our guardsmen will ensure the full defense of our headquarters. We are the Footpads! We are Thursagan's fury!!
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Pentarctagon
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Re: SPOILERS: Altaz Mariners stuck on the storm barrier

Post by Pentarctagon »

There's the Altaz Mariners forum thread you could ask in too.
99 little bugs in the code, 99 little bugs
take one down, patch it around
-2,147,483,648 little bugs in the code
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