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Gali's Contract

 
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Turin
The Mormegil


Joined: 02 Dec 2007
Posts: 905
Location: Texas

PostPosted: Wed Jan 14, 2009 5:45 pm    Post subject: Gali's Contract Reply with quote

Announcing another campaign by turin.

This campaign is a sequel of sorts to Alfhelm the Wise; it is from the point of view of the Cavernei, not the Marauders, but it will make much more sense if you've already played AtW Part III: "The Dark Depths of the Forest". In the timeline of Orbivm, it occurs in parallel with that campaign segment.

Quote:
951-952 SI

The Thunderblades were forged centuries ago - a monument to the skill of the dwarven craftsmen and the magic of the Sidhe stormlords. But now, Alfhelm the Wise, king of men, travels east, and he desires a new weapon - one that can overpower the legendary swords of the Sidhe. The dwarf Gali will gladly make one for him, for a fair price, but there are some who would object.

(Intermediate level, 7 scenarios.)


It has been released on the dev server, and should work with 1.5.7+. You'll need the most recent version of the Imperial Era as well; I just released 0.17.6, which is pretty much the same as 0.17.5 except for campaign play. Enjoy, and as always, C&C welcome.

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You have said, seek me in Dimbar. But I say, seek for me on Amon Rûdh! Else, this is our last farewell.
-- Túrin Turambar, to Beleg
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Akkarin345



Joined: 31 Jan 2008
Posts: 219
Location: England, UK

PostPosted: Sun Jan 18, 2009 5:25 pm    Post subject: Reply with quote

Scenario 1

- No runic spell image or attack ( i assume there isn't one ) maybe just put the rune sign for attack?
- Wow the teleportation is amazing
- I was a bit worried that the normal was too hard but the barrage did end and i finsihed on turn 18.

Scenario 2

- I like the new scenario idea, nice and original
- I like the multipart scenario.

Scenario 3

- Bear needs an image
- On a note to try and tie in the campagins, how old is the elf in this scenario that is the leader? Maybe he could have been on the council of Nobles in the time of the Landing or comes up somewhere?

Nothing else that i spotted. A really good campaign!
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edgar



Joined: 20 May 2008
Posts: 118

PostPosted: Sun Jan 18, 2009 7:54 pm    Post subject: Reply with quote

Akkarin345 wrote:

- On a note to try and tie in the campagins, how old is the elf in this scenario that is the leader? Maybe he could have been on the council of Nobles in the time of the Landing or comes up somewhere?


I would highly doubt he was around at the time of the Landing. So many battles happened in the Imperial Era. To live through its entirety is stretching things, even for an immortal.
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Turin
The Mormegil


Joined: 02 Dec 2007
Posts: 905
Location: Texas

PostPosted: Mon Jan 19, 2009 1:40 am    Post subject: Reply with quote

edgar wrote:
Akkarin345 wrote:

- On a note to try and tie in the campagins, how old is the elf in this scenario that is the leader? Maybe he could have been on the council of Nobles in the time of the Landing or comes up somewhere?


I would highly doubt he was around at the time of the Landing. So many battles happened in the Imperial Era. To live through its entirety is stretching things, even for an immortal.

I dunno how old Friysr is. He shows up in the third part of AtW - that's why I put him in here, really, to tie the two campaigns together more. I'd guess he wasn't around when the elves first came over; he's probably around 500, though that's just a guess.

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You have said, seek me in Dimbar. But I say, seek for me on Amon Rûdh! Else, this is our last farewell.
-- Túrin Turambar, to Beleg
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Akkarin345



Joined: 31 Jan 2008
Posts: 219
Location: England, UK

PostPosted: Mon Jan 19, 2009 7:32 am    Post subject: Reply with quote

How long does Elves live for?
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Frigeridio



Joined: 26 Jan 2008
Posts: 5
Location: Rome, Italy

PostPosted: Sun Feb 01, 2009 1:12 pm    Post subject: Re: Gali's Contract Reply with quote

Turin wrote:
Announcing another campaign by turin.
...


Nice Smile
But, I can't get beyond beyond turn 13 of the second scenario, OFitN, as after the first few ai moves, the game crashes quiting to my OS Shocked

A savegame is attached.
Maybe I just try to replay it from the start.

Thanks
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Turin
The Mormegil


Joined: 02 Dec 2007
Posts: 905
Location: Texas

PostPosted: Sun Feb 01, 2009 4:52 pm    Post subject: Re: Gali's Contract Reply with quote

Frigeridio wrote:
But, I can't get beyond beyond turn 13 of the second scenario, OFitN, as after the first few ai moves, the game crashes quiting to my OS Shocked

Damn... that's, uh, not good. I'll see if I can figure out why. For now, you could try just restarting the scenario and seeing what happens. Confused

[edit]
OK, when I end my turn with that autosave, I get a bug, but it doesn't crash to desktop, it just throws me to the game main menu. And get an error saying
Code:
Mandatory widget 'input_list' hasn't been defined.

When reporting the bug please include the following error message :
Condition 'options' failed at src/gui/dialogs/wml_message.cpp:83 in function 'pre_show'.

Now, I have no idea what that error message means... but I'll see what I can do.

[edit2]
OK, now I do get a crash to desktop. And still have no idea what causes this. I suspect, though, it has something to do with the teleporting Watcher unit.

_________________
You have said, seek me in Dimbar. But I say, seek for me on Amon Rûdh! Else, this is our last farewell.
-- Túrin Turambar, to Beleg
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Frigeridio



Joined: 26 Jan 2008
Posts: 5
Location: Rome, Italy

PostPosted: Tue Feb 03, 2009 12:17 am    Post subject: Re: Gali's Contract Reply with quote

Turin wrote:
...
Now, I have no idea what that error message means... but I'll see what I can do.

[edit2]
OK, now I do get a crash to desktop. And still have no idea what causes this. I suspect, though, it has something to do with the teleporting Watcher unit.


Hi there,
I replayed the scenario from the last turn of the 1st scenario, and got through it with no problems Question

Nice campaign, maybe needs some polishing here and there...
The "Through Fire and Ice" scenario is a pain in the ... as I got regularly mobbed up by the bears, and in the first try had my troups fairly streched out for healing, so I coudn't get them to the requested place in time...
Every time Gali is about to say that's going to snow Wesnoth spilled put an error message (snapshot attached).

In the << eagle >> scenario you simply can follow the coast line and get to the fight at about turn 6, withou t being much troubled by the winds.

I like the concept of the epilogue hinting out the things to come... Wink
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Turin
The Mormegil


Joined: 02 Dec 2007
Posts: 905
Location: Texas

PostPosted: Tue Feb 03, 2009 3:39 am    Post subject: Re: Gali's Contract Reply with quote

Frigeridio wrote:
Turin wrote:
...
Now, I have no idea what that error message means... but I'll see what I can do.

[edit2]
OK, now I do get a crash to desktop. And still have no idea what causes this. I suspect, though, it has something to do with the teleporting Watcher unit.


Hi there,
I replayed the scenario from the last turn of the 1st scenario, and got through it with no problems Question

Weird. It must be some funky rare bug with the Watcher (I'm pretty sure it has to do with him)... I might ask on the Wesnoth forums about it.

Frigeridio wrote:
Nice campaign, maybe needs some polishing here and there...

Thanks! If you have any other suggestions for improving it, stylistic or gameplay, feel free to post - without feedback, it can't get better. Wink

Frigeridio wrote:
The "Through Fire and Ice" scenario is a pain in the ... as I got regularly mobbed up by the bears, and in the first try had my troups fairly streched out for healing, so I coudn't get them to the requested place in time...

Yeah, the third scenario's a real slog, and intentionally so. It's probably the longest of the campaign. I don't want to change that, but I can make it slightly easier not to die. The easiest way would be to reduce the number of bears you have to fight... I've made it so the full contingent of bears is only present on hardest difficulty. That should help.

I have to ask - did you find the torches very useful? They're supposed to make the frostbite fairly bearable, and encourage you to stick together in a group.

Frigeridio wrote:
Every time Gali is about to say that's going to snow Wesnoth spilled put an error message (snapshot attached).

Fixed. It's a problem with the Wesnoth Editor, actually... it doesn't understand how to save a file as a .mask (it adds the extension but doesn't change the requisite data).

Frigeridio wrote:
In the << eagle >> scenario you simply can follow the coast line and get to the fight at about turn 6, withou t being much troubled by the winds.

Good point. I wanted to make it so going around the border was feasible, but made you pressed for time, while going across was more dangerous, but you got there faster; guess I failed. I dunno how to fix this though. I might just give you slower movement on land (though there's really no plot justification for this)...

Frigeridio wrote:
I like the concept of the epilogue hinting out the things to come... Wink

Very Happy

_________________
You have said, seek me in Dimbar. But I say, seek for me on Amon Rûdh! Else, this is our last farewell.
-- Túrin Turambar, to Beleg
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Frigeridio



Joined: 26 Jan 2008
Posts: 5
Location: Rome, Italy

PostPosted: Tue Feb 03, 2009 7:52 am    Post subject: Re: Gali's Contract Reply with quote

Turin wrote:

Yeah, the third scenario's a real slog, and intentionally so. It's probably the longest of the campaign. I don't want to change that, but I can make it slightly easier not to die. The easiest way would be to reduce the number of bears you have to fight... I've made it so the full contingent of bears is only present on hardest difficulty. That should help.

I have to ask - did you find the torches very useful? They're supposed to make the frostbite fairly bearable, and encourage you to stick together in a group.

For sure they were a help (playing on normal, by the way), but I was so busy staying alive, that I didn't count too much on the torches.
One of my torch bearers was torn to bits, just after he picked up the torch after his first move.
As well giving the torch bearers an illuminate aura would be helpful to keep track of them. I don't know if this was intended, but right now it is just mentioned in the unit description. Rolling Eyes

As well, the frostbite hits units, even if they are in villages or castle tiles. You'll have to have look into your code. At least for me it didn't work.

Maybe some slight map changes could help. With all the snow around movement difficulties tend to tear apart the group, because otherwise a lot of little ones hang around in 30% defense terrain, as appetizers for the Ice bears...
The small initial keep forces you to rely on high level units, while a bigger keep could give you the chance of recruiting a bunch of lvl 1 units and make a run. The monitor - can't remember his name right now - could even suggest for 2 different approaches:
1) recall the toughest you have and try to tank through - so there might be losses, or
2) recruit a bunch of greenies and accept some unavoidable sacrificies...

But maybe it is intended as it is...

Turin wrote:

Frigeridio wrote:
In the << eagle >> scenario you simply can follow the coast line and get to the fight at about turn 6, withou t being much troubled by the winds.

Good point. I wanted to make it so going around the border was feasible, but made you pressed for time, while going across was more dangerous, but you got there faster; guess I failed. I dunno how to fix this though. I might just give you slower movement on land (though there's really no plot justification for this)...

You just could add some Sidhe scouts along the south coast line, giving a warning like: " I don't like the look of the sky over the bay ... but on the other hand along the coast we risk to run into the Sidhe. I would not want to encounter them if they had learned of our contract."
Just a possibility.

The cave scenarios are tricky but do able, so I wouldn't change them.

In the scenario where you have to fight the Issaelfr, it is astounishing what havoc a bunch of level 3 dwarves can wreak upon their adversaries in the open fields. Confused

The last fighting scenario is rather easy, but I don't know if this is intended. Very nicely balanced map, by the way.

If something else springs to my mind I let you know.
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Turin
The Mormegil


Joined: 02 Dec 2007
Posts: 905
Location: Texas

PostPosted: Tue Feb 03, 2009 7:26 pm    Post subject: Re: Gali's Contract Reply with quote

Frigeridio wrote:
For sure they were a help (playing on normal, by the way), but I was so busy staying alive, that I didn't count too much on the torches.
One of my torch bearers was torn to bits, just after he picked up the torch after his first move.
As well giving the torch bearers an illuminate aura would be helpful to keep track of them. I don't know if this was intended, but right now it is just mentioned in the unit description. Rolling Eyes

An illuminate aura would be useful, yeah, but I couldn't figure out how to add it with an item. Razz I might look into fixing this eventually, but it's a minor cosmetic issue, so... no guarantees.

Frigeridio wrote:
As well, the frostbite hits units, even if they are in villages or castle tiles. You'll have to have look into your code. At least for me it didn't work.

Oh, yeah, I never actually coded the "not on castles or villages" part. Oops. Razz

Frigeridio wrote:
Maybe some slight map changes could help. With all the snow around movement difficulties tend to tear apart the group, because otherwise a lot of little ones hang around in 30% defense terrain, as appetizers for the Ice bears...
The small initial keep forces you to rely on high level units, while a bigger keep could give you the chance of recruiting a bunch of lvl 1 units and make a run. The monitor - can't remember his name right now - could even suggest for 2 different approaches:
1) recall the toughest you have and try to tank through - so there might be losses, or
2) recruit a bunch of greenies and accept some unavoidable sacrificies...

Maybe an additional castle hex would help. I could also make the sum of all the snowfalls not cover as much of the map as it does now...

But yeah, I think I'll playtest this scenario a few more times and make some improvements. I found this one of the most fun scenarios of the campaign, so I won't mind playing it again. Razz

Frigeridio wrote:
You just could add some Sidhe scouts along the south coast line, giving a warning like: " I don't like the look of the sky over the bay ... but on the other hand along the coast we risk to run into the Sidhe. I would not want to encounter them if they had learned of our contract."
Just a possibility.

I considered this, but the problem is, how are Sidhe scouts going to attack birds that are flying hundreds of feet over their heads? It's not really plausible... Maybe just make the eagles move slower over land too, though that makes little sense.

Frigeridio wrote:
In the scenario where you have to fight the Issaelfr, it is astounishing what havoc a bunch of level 3 dwarves can wreak upon their adversaries in the open fields. Confused

Yeah, I noticed that too. You can just wipe out the entire Issaelfr army with just a handful of level 3s and level 2s. Scenario 5 is probably the weakest of the levels, but I don't know how to fix it... if I make the Issaelfr more powerful, Volur will just escape without the player being able to do anything about it, or the elves will kill him themselves, which is kinda anticlimactic.

Frigeridio wrote:
The last fighting scenario is rather easy, but I don't know if this is intended. Very nicely balanced map, by the way.

The last scenario's not supposed to be all that hard, but I might make it a bit more difficult - it shouldn't be a cakewalk. It's basically an excuse to use all the level 3s you've built up over the campaign to do some comp-stomping. Razz

I think in general, the problem with scenarios 5 and 7 is that the AI has no idea how to fight dwarves with the more fragile Elvish units... if the AI played better, it would be a real battle, but as it is, they try to fight the dwarves on the dwarves' terms, and so get slaughtered. But there's little I can do about this besides give them more gold. *shrug*

_________________
You have said, seek me in Dimbar. But I say, seek for me on Amon Rûdh! Else, this is our last farewell.
-- Túrin Turambar, to Beleg
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edgar



Joined: 20 May 2008
Posts: 118

PostPosted: Sun Mar 29, 2009 9:39 pm    Post subject: Re: Gali's Contract Reply with quote

Just played this on 1.6. I would agree that AI has no idea how to fight Cavernei with Elves. The last scenario is covered in forests, but invariably you can force the Sidhe to make their stand on grass in day. Confused

Still, a pretty brilliant campaign over all, and a good way to end the Imperial Era.
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Turin
The Mormegil


Joined: 02 Dec 2007
Posts: 905
Location: Texas

PostPosted: Sun Mar 29, 2009 10:05 pm    Post subject: Re: Gali's Contract Reply with quote

edgar wrote:
Just played this on 1.6. I would agree that AI has no idea how to fight Cavernei with Elves. The last scenario is covered in forests, but invariably you can force the Sidhe to make their stand on grass in day. Confused

Yeah, it's kinda pathetic really... I've already seriously buffed their gold in SVN, but I haven't tested it yet; it might lead to just more sheep being led to the slaughter. I dunno what to do about it if that doesn't work though; maybe setting their caution a lot higher would work.

edgar wrote:
Still, a pretty brilliant campaign over all, and a good way to end the Imperial Era.

Thanks!

_________________
You have said, seek me in Dimbar. But I say, seek for me on Amon Rûdh! Else, this is our last farewell.
-- Túrin Turambar, to Beleg
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