Campaign: Bitter Revenge (1.14)

Discussion and development of scenarios and campaigns for the game.

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Wonderboy
Posts: 58
Joined: July 4th, 2006, 6:53 am
Location: Finland

Campaign: Bitter Revenge (1.14)

Post by Wonderboy »

EDIT: This campaign has now been uploaded to 1.14 server

Bitter Revenge is my first campaign. It has 11 playable scenarios and 4 talk scenarios. It starts with a prologue scenario where Dariths father is betrayed and murdered by an army general. Other scenarios take place later after Darith has joined rebellion.

It is in the 1.8 campaign server. I'd like to especially thank my brother who draw me the sprites and portraits for the hero units.
And hermes23 for updating the story and dialogue.
Last edited by Wonderboy on September 1st, 2020, 5:11 pm, edited 5 times in total.
Campaigns that I have created (now updated to 1.14):
Bitter Revenge, The Dark Alliance, Battle Against Time, Talentless Mage
Halykos
Posts: 9
Joined: June 9th, 2009, 2:12 am

Re: Campaign: Bitter Revenge (1.6)

Post by Halykos »

You didn't acutally ask for comments on the campaign but here is mine anyway (I played it with medium difficulty):

I really liked the campaign. Not too short, not too long. Story mostly makes sense. Nice twists and ambivalent characters. And it's always nice to have all kinds of races in the recall list. The scenarios seem reasonably balanced with on exception. Are you kidding with scenario 9? It would be possible to do if one would be willing to sacrafice all of the best soldiers but that's not really an option because they are still needed in the later scenarios. I reduced the amount of the opponents money and income in the scenario file in order to just finish the scenario without heavy losses.
Still a very good first campaign.
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Wonderboy
Posts: 58
Joined: July 4th, 2006, 6:53 am
Location: Finland

Re: Campaign: Bitter Revenge (1.6)

Post by Wonderboy »

Halykos wrote:You didn't acutally ask for comments on the campaign but here is mine anyway (I played it with medium difficulty):
I quess I should have asked them. I am pleased to get feedback.
Story mostly makes sense.
Could you tell me what didn't make sense? I could try to fix that.
Are you kidding with scenario 9? It would be possible to do if one would be willing to sacrafice all of the best soldiers but that's not really an option because they are still needed in the later scenarios.
Actually, to me scenario 9 is the easiest. Turn 2 can be quite hard during day but with right units you should be able to break through the enemies with minimal losses. You really don't need to kill all of them. I really never fight Gardors recruits. It is quite easy to go around them. Gravlans drakes should be no problem if you have enough cold/arcane dealing troops. Unfortunately I have deleted my replay. Maybe I should play the campaign one more time...

Does anyone else find the scenario 9 too hard? Should I make it easier?
Still a very good first campaign.
I am glad you liked it. I had lot of time to tune it because my brother spent much more time with the art than he promised. I have actually played the campaign seven times or something like that.

EDIT: I uploaded new version (0.9.1) to the add-on server. Made scenario 9 a bit easier. Removed some gold from the enemy and added hints.
Campaigns that I have created (now updated to 1.14):
Bitter Revenge, The Dark Alliance, Battle Against Time, Talentless Mage
Halykos
Posts: 9
Joined: June 9th, 2009, 2:12 am

Re: Campaign: Bitter Revenge (1.6)

Post by Halykos »

The story is fine. I said "mostly" mostly because I couldn't give a story in a fantasy setting two thumbs up for realism. If you were mainly telling a story it would clearly need more elaboration. The story is a little fast right now and the turns are a little abrupt. But I personally don't like the campaigns that are mainly an iBook with some fighting. So don't bother, the story is enough to create a good atmosphere for the campaign.
Spoiler:


For scenario 9:
Spoiler:
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Wonderboy
Posts: 58
Joined: July 4th, 2006, 6:53 am
Location: Finland

Re: Campaign: Bitter Revenge (1.6)

Post by Wonderboy »

Halykos wrote:
Spoiler:


For scenario 9:
Spoiler:
Campaigns that I have created (now updated to 1.14):
Bitter Revenge, The Dark Alliance, Battle Against Time, Talentless Mage
Halykos
Posts: 9
Joined: June 9th, 2009, 2:12 am

Re: Campaign: Bitter Revenge (1.6)

Post by Halykos »

Can't exactly tell you what units I had because I just don't know what they are called in English but here's a brief description (all max. level): elvish fighter, elvish archer, elvish fairy, human fire sorcerer, necromancer, troll, ghost, human bandit archer
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Wonderboy
Posts: 58
Joined: July 4th, 2006, 6:53 am
Location: Finland

Re: Campaign: Bitter Revenge (1.6)

Post by Wonderboy »

Halykos wrote:elvish fairy
Healing or damage dealing one? Elvish sylph is really awesome. 14-5 magical vs. drakes and 16-5 vs. undead. I guess little choices like that can make a huge difference.

FYI you can check the english names from here: http://www.wesnoth.org/units/1.6/C/mainline.html

How much did you reduce the gold and income?

Currently it is (easy normal hard):
{INCOME 20 25 30}
{GOLD 100 150 200}

Before it was:
income=30
{GOLD 200 250 300}
Last edited by Wonderboy on August 24th, 2009, 9:58 am, edited 1 time in total.
Campaigns that I have created (now updated to 1.14):
Bitter Revenge, The Dark Alliance, Battle Against Time, Talentless Mage
Halykos
Posts: 9
Joined: June 9th, 2009, 2:12 am

Re: Campaign: Bitter Revenge (1.6)

Post by Halykos »

Thanks for the link. I had:
Elvish Sharpshooter, Elvish Champion, Elvish Shyde, Necromancer, Great Mage, Huntsman, Troll Warrior, Spectre

When I changed the amount of gold I was fed up and didn't even try to balance. Just wanted to make sure I'll rock that scenario with the next try. Therefore I set in medium difficulty income to 10 and gold to 50. But that was, as was to expecting, very easy then.
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Wonderboy
Posts: 58
Joined: July 4th, 2006, 6:53 am
Location: Finland

Re: Campaign: Bitter Revenge (1.6)

Post by Wonderboy »

Halykos wrote:I was fed up
I know the feeling. I hope the scenario is fine now.
Campaigns that I have created (now updated to 1.14):
Bitter Revenge, The Dark Alliance, Battle Against Time, Talentless Mage
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Wonderboy
Posts: 58
Joined: July 4th, 2006, 6:53 am
Location: Finland

Re: Campaign: Bitter Revenge (1.7/1.8)

Post by Wonderboy »

At last I have updated Bitter Revenge to 1.7/1.8. It has been uploaded to the 1.7.9 add-on server.
Campaigns that I have created (now updated to 1.14):
Bitter Revenge, The Dark Alliance, Battle Against Time, Talentless Mage
tillea
Posts: 76
Joined: November 9th, 2006, 12:44 pm
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Re: Campaign: Bitter Revenge (1.7/1.8)

Post by tillea »

Hi,

I tried this nice campaign but was running into an error in the
beginning of 05_In_the_Caves:

Code: Select all

20091212 22:56:40 error general: An error due to possibly invalid WML occurred
The error message is :
A map without a header is not supported
 
When reporting the bug please include the following error message :
Condition '!(header_offset == std::string::npos || comma_offset < header_offset)' failed at map.cpp:162 in function 'read'.
Kind regards

Andreas.
Attachments
000_05_In_the_Caves.gz
When loading this savegames wesnoth crashes. Feel free to ask for previous savegame
(17.86 KiB) Downloaded 688 times
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Wonderboy
Posts: 58
Joined: July 4th, 2006, 6:53 am
Location: Finland

Re: Campaign: Bitter Revenge (1.7/1.8)

Post by Wonderboy »

Thanks for reporting the bug. I think that it occurred because I had accidentally written "05_In_the_caves.map" to map-path instead of "05_In_the_Caves.map". I have uploaded the fixed version 1.0.2 to the add-on server. Please report if the update doesn't work.
Campaigns that I have created (now updated to 1.14):
Bitter Revenge, The Dark Alliance, Battle Against Time, Talentless Mage
macherb
Posts: 28
Joined: March 14th, 2008, 10:20 am
Location: Austria

Re: Campaign: Bitter Revenge (1.7/1.8)

Post by macherb »

Wonderboy wrote: I think that it occurred because I had accidentally written "05_In_the_caves.map" to map-path instead of "05_In_the_Caves.map". I have uploaded the fixed version 1.0.2 to the add-on server. Please report if the update doesn't work.
Unfortunately not :( . I downloaded on 020110.
But could the problem be in the file 04_Betrayal.gz? Im am not familiar with the wesnoth-Synthax, but I guess the 4th line shoud read
next_scenario="05_In_the Caves"
instead of
next_scenario="04_Betrayal"
label="04 Betrayal"
version="1.6.5"
scenario="04_Betrayal"
next_scenario="04_Betrayal"
completion="running"
.......
happy new year
macherb

edit:
I had a look on other files: it appears that the above mentiond line is correct. Sorry.
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Wonderboy
Posts: 58
Joined: July 4th, 2006, 6:53 am
Location: Finland

Re: Campaign: Bitter Revenge (1.7/1.8)

Post by Wonderboy »

I don't know what is wrong. It has always worked on my computer.

Could you post your:
1. Operation system
2. Version of Wesnoth you are using
3. The whole error message
4. Attached save-game
5. stderr output (use the last part of this to figure out the stderr output)
Campaigns that I have created (now updated to 1.14):
Bitter Revenge, The Dark Alliance, Battle Against Time, Talentless Mage
macherb
Posts: 28
Joined: March 14th, 2008, 10:20 am
Location: Austria

Re: Campaign: Bitter Revenge (1.7/1.8)

Post by macherb »

Wonderboy wrote:I don't know what is wrong. It has always worked on my computer.

Could you post your:
1. Operation system
linux debian
2. Version of Wesnoth you are using
1.6.5
3. The whole error message
same as in earlier posting
Code: [ Select all ]
20091212 22:56:40 error general: An error due to possibly invalid WML occurred
The error message is :
A map without a header is not supported

When reporting the bug please include the following error message :
Condition '!(header_offset == std::string::npos || comma_offset < header_offset)' failed at map.cpp:162 in function 'read'.
...
4. Attached save-game
Sorry, I cannot reproduce the error now. When I tried to produce save-game (I altered the original one) I noticed, that I have to restart the game completely, not only reload the campaign. Propably the change you suggested in your posting resolved theissue.
5. stderr output (use the last part of this to figure out the stderr output)
There is (now) no special console-output during start of the scenario (in the caves)
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