1.18 Saurian Campaign, Vendraxis Prophecy
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Re: Vendraxis Prophecy, 1.16/1.18, Saurian Campaign
Thank you for your feedback. I consider it.
I check the code, when I'm back from work.
For now it would be better not to continue, until the next version.
What version of my campaign you are playing on?
I check the code, when I'm back from work.
For now it would be better not to continue, until the next version.
What version of my campaign you are playing on?
Re: Vendraxis Prophecy, 1.16/1.18, Saurian Campaign
Okay, will wait for next update.
Meanwhile I've attached correction for scenario 2 and 3.
Also, I don't understand what this means so couldn't rewrite it :
S3 :
"I'll consider the dwarves and the goal, they look very close."
1.1.6What version of my campaign you are playing on?
- Attachments
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03_Mountainpass.cfg
- (8.58 KiB) Downloaded 41 times
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02_Depature.cfg
- (12.38 KiB) Downloaded 39 times
Re: Vendraxis Prophecy, 1.16/1.18, Saurian Campaign
Thank you ![Smile :)](./images/smilies/icon_smile.gif)
If you are on 1.1.6 you can continue. This is a stable version for 1.16 Wesnoth.
If the dwarfs see you they will recruit and attack, that will make reaching the goal more difficult.
It should be a hint for the player. Bad wording.
I will fix this sentence.
![Smile :)](./images/smilies/icon_smile.gif)
If you are on 1.1.6 you can continue. This is a stable version for 1.16 Wesnoth.
The proximity of the dwarfs to the goal is very close."I'll consider the dwarves and the goal, they look very close."
If the dwarfs see you they will recruit and attack, that will make reaching the goal more difficult.
It should be a hint for the player. Bad wording.
I will fix this sentence.
Re: Vendraxis Prophecy, 1.16/1.18, Saurian Campaign
I reworded it. It will be updated soon. As I can see, you build a lot of lvl 0 units. Hhmm maybe I remove the loyal tag from them. It seems a lot.bssarkar wrote: ↑March 8th, 2024, 7:53 am Scenario 1 : Seemed fine. The player can probably get away by spamming ranged units (young saurian not needed), since all the units the Scorpion recruits are melee.
Perhaps this can be reworded :like this :Zanza has just finished her exam and succeeded
Zanza has just succeeded in her exam
Unit art for Saurian Wise is missing. See the screenshot.
The Saurian Wise is a strange one. In my Version he is there. So sadly I don't know, what to fix.
Last edited by Refumee on March 8th, 2024, 8:36 pm, edited 2 times in total.
Re: Vendraxis Prophecy, 1.16/1.18, Saurian Campaign
I rewrote it:bssarkar wrote: ↑March 8th, 2024, 11:48 amOkay, will wait for next update.
Meanwhile I've attached correction for scenario 2 and 3.
Also, I don't understand what this means so couldn't rewrite it :
S3 :"I'll consider the dwarves and the goal, they look very close."1.1.6What version of my campaign you are playing on?
Code: Select all
{SPEAK Tarex ( _ "If you wish, I can recruit some more people of my band.")}
{SPEAK Zanza ( _ "Good to know. I'll consider it. So, the dwarves city is close to the tunnels entrance.")}
Re: Vendraxis Prophecy, 1.16/1.18, Saurian Campaign
Refumee wrote: ↑March 8th, 2024, 8:14 pm I rewrote it:Code: Select all
{SPEAK Tarex ( _ "If you wish, I can recruit some more people of my band.")} {SPEAK Zanza ( _ "Good to know. I'll consider it. So, the dwarves city is close to the tunnels entrance.")}
should beSo, the dwarves city is close to the tunnels entrance
orSo, the dwarves' city is close to the tunnel's entrance
. (Notice the (') apostrophes)So, the city of the dwarves is close to the tunnel's entrance
Re: Vendraxis Prophecy, 1.16/1.18, Saurian Campaign
Figured it out. Look at this line in Saurian Wise's cfg file :
Code: Select all
image="units/saurians/campaign/S3-wise/wise.png"
Code: Select all
Campaign
Solution : Use small letters in folder names inside your Add-on folder. Or be consistent with the naming. If you use Campaign, then the image path above should be adjusted to :
Code: Select all
image="units/saurians/Campaign/S3-wise/wise.png"
Hope this helps.
Re: Vendraxis Prophecy, 1.16/1.18, Saurian Campaign
It helps a lot. I checked all my other units. It seems the Wise is the only exception.You might also need to check if you're using Captial vs small letters anywhere else. This is just one instance.
You are right. I got now a spell checker for Notepad++, but it did not recognize this mistake.. (Notice the (') apostrophes)
I'm collecting more fixes before I upload a new version.
Re: Vendraxis Prophecy, 1.16/1.18, Saurian Campaign
I found a major bug while testing in 1.17.26 therefore I got no time for other stuff.
The Bug can be found in scenario 05. Maybe this scenario needs to be played again.
Now it is possible to control the allies in the beginning of the scenario or when they are required.
The Bug can be found in scenario 05. Maybe this scenario needs to be played again.
Now it is possible to control the allies in the beginning of the scenario or when they are required.
Re: Vendraxis Prophecy, 1.16/1.18, Saurian Campaign
New Update for 1.17.26.
I removed a lot of loyal traits. I read in some thread that they make the campaigns too easy and are unpopular.
Desert Saurians are now chaotic, like the other saurians. I think that synergizes better with the group. I also adjustet the illuminaten aura of the High Priest.
I removed a lot of loyal traits. I read in some thread that they make the campaigns too easy and are unpopular.
Desert Saurians are now chaotic, like the other saurians. I think that synergizes better with the group. I also adjustet the illuminaten aura of the High Priest.
Re: Vendraxis Prophecy, 1.16/1.18, Saurian Campaign
I wouldn't say unpopular, but restrict them only to hero units (an unit essential for the scenario) or someone very important. The most dramatic example is Legend of Wesmere, where after one scenario all of your non-loyal units will go over to the antagonist (Landar). Only your loyal veterans will remain with you. Mass spamming loyal units can be be bad to the campaign's economy, as you noticed already.
Corrections for S4
Corrections for Scenario 4. Be sure to check out my comments (###) in the file.
- Attachments
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04_Tunnels.cfg
- (22.86 KiB) Downloaded 21 times
Re: Corrections for S4
I did so, I think. Zanza and Anexir are the two main heros both loyal.bssarkar wrote: ↑March 11th, 2024, 3:12 pmI wouldn't say unpopular, but restrict them only to hero units (an unit essential for the scenario) or someone very important. The most dramatic example is Legend of Wesmere, where after one scenario all of your non-loyal units will go over to the antagonist (Landar). Only your loyal veterans will remain with you. Mass spamming loyal units can be be bad to the campaign's economy, as you noticed already.
Later on Tarex is important for one mission.
Salanix will also join the group, he is loyal and important for later missions.
Arnatrax will join for the last mission, he will get the loyal trait in the next patch.
I do not know, if I understand the question right. Anexir will project himself into a battle scene and the elders think it is important for a saurian group to meet up Vendraxis later. They don't know really why, thats a mystery.### 'And this battle' -- what it means?
Oh, I did mean hermit, you are right.### What is an 'eremite'? Do you mean 'hermit', or something else?
Are you playing on 1.17.26?
Good question. I'll think about that. It's a long time I wrote that.### Why 'fight, run, fight', what does it mean? Seems like a wrong idiom.
Changed it in "NO! They are back! Fight!"
Re: Vendraxis Prophecy, 1.16/1.18, Saurian Campaign
I'm not playing it, just editing the dialog in a text editor. (I used 1.16 for the Scenario 1).Are you playing on 1.17.26?
You can definitely keep it if you think it is important.And this battle
Re: Vendraxis Prophecy, 1.16/1.18, Saurian Campaign
I will change up the Factiontree in the next update.
I'll delete the "Guard"-Line for the Swamp Saurians and add them to the Deep Saurians. I think that will suit them more. Now I feel the Deep Saurians are complete, for now.
I also deleted the quiver for the Pike(Warrior) Saurians. They will be in the future a meele only unit. I didn't like that they are so versatile.
Here is the new Tree for this Image above. I'll change the whole Factiontree on the first page, when I upload the patch.
When I finished that up, I'll change up the bandit saurians. I really dislike those clubs.
If there are players in this thread who likes them, I'll keep them.
I consider to give them something like that (found it here in the forum):
As an Endnote:
I'll delete the ability to recurit/advancement to the Guard. I'll keep the advancements in the data, so that the saves don't break.
I'll delete the "Guard"-Line for the Swamp Saurians and add them to the Deep Saurians. I think that will suit them more. Now I feel the Deep Saurians are complete, for now.
I also deleted the quiver for the Pike(Warrior) Saurians. They will be in the future a meele only unit. I didn't like that they are so versatile.
Here is the new Tree for this Image above. I'll change the whole Factiontree on the first page, when I upload the patch.
When I finished that up, I'll change up the bandit saurians. I really dislike those clubs.
If there are players in this thread who likes them, I'll keep them.
I consider to give them something like that (found it here in the forum):
As an Endnote:
I'll delete the ability to recurit/advancement to the Guard. I'll keep the advancements in the data, so that the saves don't break.