Scenario 21: Clash at the Manor
Moderator: Forum Moderators
- Content Feedback
- Battle for Wesnoth
- Location: Wesnoth.org
- Contact:
Scenario 21: Clash at the Manor
1) What difficulty levels have you played the scenario on?
(2) How difficult did you find the scenario? (1-10)
(3) How clear did you find the scenario objectives?
(4) How clear and interesting did you find the dialog and storyline of the scenario?
(5) What were your major challenges in meeting the objectives of the scenario?
(6) How fun do you think the scenario is? (1-10)
(7) What, if any, are changes you would have made to the scenario to make it more fun?
(8) Was there any event that caused you to lose the game and forced you to reload or restart the scenario?
(9) If you know a bit of the Wesnoth Markup Language - do you think that the WML of this scenario is clear and well commented? If not which part would you like to be documented better?
(2) How difficult did you find the scenario? (1-10)
(3) How clear did you find the scenario objectives?
(4) How clear and interesting did you find the dialog and storyline of the scenario?
(5) What were your major challenges in meeting the objectives of the scenario?
(6) How fun do you think the scenario is? (1-10)
(7) What, if any, are changes you would have made to the scenario to make it more fun?
(8) Was there any event that caused you to lose the game and forced you to reload or restart the scenario?
(9) If you know a bit of the Wesnoth Markup Language - do you think that the WML of this scenario is clear and well commented? If not which part would you like to be documented better?
Mainline Campaigns: Scenario Feedback • Development & Overall Feedback
User-made Add-ons: Feedback
User-made Add-ons: Feedback
-
- Posts: 128
- Joined: March 27th, 2009, 4:45 pm
Re: Scenario Review: DM 21 - Clash at the Manor
(1) What difficulty levels have you played the scenario on? Medium
(2) How difficult did you find the scenario? 3
(3) How clear did you find the scenario objectives? Clear.
(4) How clear and interesting did you find the dialog and storyline of the scenario? Fine.
(5) What were your major challenges in meeting the objectives of the scenario? None, really. Easy chokepoints.
(6) How fun do you think the scenario is? 6
(7) What, if any, are changes you would have made to the scenario to make it more fun? Does the enemy even try to escape? At one point I left 3 horsemen with a chance and they just attacked me.
(8) Was there any event that caused you to lose the game and forced you to reload or restart the scenario? No.
Pilafman is a silly name (like rice pilaf). It should be changed. Also maybe make the enemy a little more keen on escaping.
(2) How difficult did you find the scenario? 3
(3) How clear did you find the scenario objectives? Clear.
(4) How clear and interesting did you find the dialog and storyline of the scenario? Fine.
(5) What were your major challenges in meeting the objectives of the scenario? None, really. Easy chokepoints.
(6) How fun do you think the scenario is? 6
(7) What, if any, are changes you would have made to the scenario to make it more fun? Does the enemy even try to escape? At one point I left 3 horsemen with a chance and they just attacked me.
(8) Was there any event that caused you to lose the game and forced you to reload or restart the scenario? No.
Pilafman is a silly name (like rice pilaf). It should be changed. Also maybe make the enemy a little more keen on escaping.
-
- Posts: 3
- Joined: September 6th, 2009, 4:49 pm
Re: Scenario Review: DM 21 - Clash at the Manor
(1) What difficulty levels have you played the scenario on? Medium
(2) How difficult did you find the scenario? 10
(3) How clear did you find the scenario objectives? Clear.
(4) How clear and interesting did you find the dialog and storyline of the scenario? Clear
(5) What were your major challenges in meeting the objectives of the scenario? No way to open the secret door
(6) How fun do you think the scenario is? 1 ... or 7 if the enemies tried to escape and there was an openable door
(7) What, if any, are changes you would have made to the scenario to make it more fun?
The code to make the horsemen escape does not seem to work. I don't know enough of the xml to work out why.
(8) Was there any event that caused you to lose the game and forced you to reload or restart the scenario?
I searched everywhere for the secret door with no success, including sending Chantal to the small island up north. Eventually I looked in the XML, which said (33,11). But that is inside the impenetrable wall area of the map, and no unit can reach it. So - no way to open the secret door and win the scenario.
The guards themselves were quite easy, but only because they all - horsemen included - charge eagerly into the forest to take on the elves.
(2) How difficult did you find the scenario? 10
(3) How clear did you find the scenario objectives? Clear.
(4) How clear and interesting did you find the dialog and storyline of the scenario? Clear
(5) What were your major challenges in meeting the objectives of the scenario? No way to open the secret door
(6) How fun do you think the scenario is? 1 ... or 7 if the enemies tried to escape and there was an openable door
(7) What, if any, are changes you would have made to the scenario to make it more fun?
The code to make the horsemen escape does not seem to work. I don't know enough of the xml to work out why.
(8) Was there any event that caused you to lose the game and forced you to reload or restart the scenario?
I searched everywhere for the secret door with no success, including sending Chantal to the small island up north. Eventually I looked in the XML, which said (33,11). But that is inside the impenetrable wall area of the map, and no unit can reach it. So - no way to open the secret door and win the scenario.
The guards themselves were quite easy, but only because they all - horsemen included - charge eagerly into the forest to take on the elves.
Re: Scenario Review: DM 21 - Clash at the Manor
There is now a reachable secret door somewhere around the manor.starstrike wrote:(1) What difficulty levels have you played the scenario on? Medium
(2) How difficult did you find the scenario? 10
(3) How clear did you find the scenario objectives? Clear.
(4) How clear and interesting did you find the dialog and storyline of the scenario? Clear
(5) What were your major challenges in meeting the objectives of the scenario? No way to open the secret door
(6) How fun do you think the scenario is? 1 ... or 7 if the enemies tried to escape and there was an openable door
(7) What, if any, are changes you would have made to the scenario to make it more fun?
The code to make the horsemen escape does not seem to work. I don't know enough of the xml to work out why.
(8) Was there any event that caused you to lose the game and forced you to reload or restart the scenario?
I searched everywhere for the secret door with no success, including sending Chantal to the small island up north. Eventually I looked in the XML, which said (33,11). But that is inside the impenetrable wall area of the map, and no unit can reach it. So - no way to open the secret door and win the scenario.
The guards themselves were quite easy, but only because they all - horsemen included - charge eagerly into the forest to take on the elves.
A bug has been fixed that leaded the horseman to a wrong location.
Re: Scenario Review: DM 21 - Clash at the Manor
I also cannot find the secret passage for love nor money.
Re: Scenario Review: DM 21 - Clash at the Manor
I can't find the entrance either!
Re: Scenario Review: DM 21 - Clash at the Manor
The entrance was unreachable in the last released versions.
The first version that includes a reachable entrance will be the upcoming 1.7.6.
In earlier versions you can replace the scenario's file with the new one:
http://svn.gna.org/viewcvs/*checkout*/w ... ?rev=38534
Load from the prestart savegame please.
Greetings, Fabi
The first version that includes a reachable entrance will be the upcoming 1.7.6.
In earlier versions you can replace the scenario's file with the new one:
http://svn.gna.org/viewcvs/*checkout*/w ... ?rev=38534
Load from the prestart savegame please.
Greetings, Fabi
Re: Scenario Review: DM 21 - Clash at the Manor
Hello Fabi,
I have tried the new version, but the secret door event still does not trigger when a unit of side #1 steps or even stays on the proper tile (32,8). Have you actually tried it?
I am not quite sure about how wml works in this very case. The issue is nested events: when all ennemy units are killed, a new objective is set and a custom event fired. This second event will (try to) activate a new, embedded, event to be triggered when the secret door is found -- but only after first objective is reached
Below the relevant code snippet (for any reason the first objective comes after the second one):
I suspect that the nested event will only be read and can only be launched if the secret door would be discovered precisely while the outer event (new-objectives) is triggered. I mean the inner event would not be controlled for ever, but only at the time the external one triggers... Don't know, actually. Would like to know the answer...
Anyway, I was doubtful about that, precisely; the reason why, when I had to code such a nested event, I used a flag instead. Something like this (untested yet):
(note: initial message & new objectives need not be in the conditioned part.)
Also, I find strange there's only one rider trying to escape, for Pilafman (!!!) says: "Riders, quickly, go alert the queen."
I will test it later.
I have tried the new version, but the secret door event still does not trigger when a unit of side #1 steps or even stays on the proper tile (32,8). Have you actually tried it?
I am not quite sure about how wml works in this very case. The issue is nested events: when all ennemy units are killed, a new objective is set and a custom event fired. This second event will (try to) activate a new, embedded, event to be triggered when the secret door is found -- but only after first objective is reached
Below the relevant code snippet (for any reason the first objective comes after the second one):
Code: Select all
# new objectives, find the book
[event]
name=new-objectives
[message]
id=Delfador
message= _ "The guards are slain. Now we must look for the book."
[/message]
[objectives]
side=1
[objective]
description= _ " New Objective: Find the secret door. Explore the manor."
condition=win
[/objective]
[/objectives]
# Create some new events for when we move to the right spot.
[event]
name=moveto
[filter]
side=1
x,y=32,8
[/filter]
[music]
name=northerners.ogg
play_once=yes
[/music]
[message]
id=unit
message= _ "This looks like a secret door. Let's see where it leads..."
[/message]
[terrain]
x=32
y=9
terrain=Uu
[/terrain]
[endlevel]
result=victory
[/endlevel]
[/event]
[/event]
...
[event]
name=die
first_time_only=no
[if]
[not]
[have_unit]
side=2
[/have_unit]
[/not]
[then]
[fire_event]
# Factored like this so the inner events
# won't trigger a false postive from wmllint.
name=new-objectives
[/fire_event]
[/then]
[/if]
[/event]
Anyway, I was doubtful about that, precisely; the reason why, when I had to code such a nested event, I used a flag instead. Something like this (untested yet):
Code: Select all
# conditioned secret door event
#ifdef ennemies_dead
[event]
name=moveto
[filter]
side=1
x,y=32,8
[/filter]
[music]
name=northerners.ogg
play_once=yes
[/music]
[message]
id=unit
message= _ "This looks like a secret door. Let's see where it leads..."
[/message]
[terrain]
x=32
y=9
terrain=Uu
[/terrain]
[endlevel]
result=victory
[/endlevel]
[/event]
#endif
# first objective reached
[event]
name=die
first_time_only=no
[if]
[not]
[have_unit]
side=2
[/have_unit]
[/not]
[then]
[message]
id=Delfador
message= _ "The guards are slain. Now we must look for the book."
[/message]
[objectives]
side=1
[objective]
description= _ " New Objective: Find the secret door. Explore the manor."
condition=win
[/objective]
[/objectives]
# flag used as secret door event conition
#define ennemies_dead #enddef
[/then]
[/if]
[/event]
Also, I find strange there's only one rider trying to escape, for Pilafman (!!!) says: "Riders, quickly, go alert the queen."
I will test it later.
Denis
life is strange
various stuff about BfW (rules, stats, alternatives) and WML (parser, semantic schema, evolution)
life is strange
various stuff about BfW (rules, stats, alternatives) and WML (parser, semantic schema, evolution)
secret door event
Hello again,
It works, but with two changes:
There is still something to change: with the present [side] def, Pilaf can well have no rider at all (happened to me while testing)! I guess you should change the code to
It works, but with two changes:
- Must use "normal" variables, not preprocessor #define (why?)
- The condition must be nested in the event, not the contrary (why?).
Code: Select all
[event]
name=prestart
{DEBUG_MSG "secret door test version #5"}
[/event]
[event]
name=new_turn
first_time_only=yes
[if]
[variable]
name=all_ennemies_dead
equals=yes
[/variable]
[then]
{DEBUG_MSG "all_ennemies_dead: yes"}
[/then]
[/if]
[/event]
[event]
name=prestart
{VARIABLE all_ennemies_dead no}
[/event]
# conditioned secret door event
[event]
name=moveto
[filter]
side=1
x,y=32,8
[/filter]
[if]
[variable]
name=all_ennemies_dead
equals=yes
[/variable]
[then]
[music]
name=northerners.ogg
play_once=yes
[/music]
[message]
id=unit
message= _ "This looks like a secret door. Let's see where it leads..."
[/message]
[terrain]
x=32
y=9
terrain=Uu
[/terrain]
[endlevel]
result=victory
[/endlevel]
[/then]
[/if]
[/event]
# first objective reached
[event]
name=die
first_time_only=no
[if]
[not]
[have_unit]
side=2
[/have_unit]
[/not]
[then]
[message]
id=Delfador
message= _ "The guards are slain. Now we must look for the book."
[/message]
[objectives]
side=1
[objective]
description= _ " New Objective: Find the secret door. Explore the manor."
condition=win
[/objective]
[/objectives]
# flag used as secret door event condition
{VARIABLE all_ennemies_dead yes}
[/then]
[/if]
[/event]
- either "pre-recruit" the guards (presently he usually recruits 3 lvl2 bowmen and a royal guard, plus one dragoon), and let only riders on the recruitment list,
- or let only one or two types on the recruitment list in addition to riders (and probably change the recruitment pattern, too -- don't know what category cavalrymen and dragoons are supposed to be).
Denis
life is strange
various stuff about BfW (rules, stats, alternatives) and WML (parser, semantic schema, evolution)
life is strange
various stuff about BfW (rules, stats, alternatives) and WML (parser, semantic schema, evolution)
- Majki-Fajki
- Posts: 35
- Joined: March 8th, 2009, 10:32 pm
- Location: Pila, Poland
Re: Scenario Review: DM 21 - Clash at the Manor
1) What difficulty levels have you played the scenario on?
Medium.
(2) How difficult did you find the scenario? (1-10)
5. 4 Sylphs and everybody dies.
(3) How clear did you find the scenario objectives?
At the beginning, clear. But searching for the hidden door... I thought, that BoW is strategy game, not adventure:)
(4) How clear and interesting did you find the dialog and storyline of the scenario?
Good. Delfador shows, that he can reason like a man, and fight like a man
(5) What were your major challenges in meeting the objectives of the scenario?
Finding frakking doors.
(6) How fun do you think the scenario is? (1-10)
3 - doors quest. Too easy overall.
(7) What, if any, are changes you would have made to the scenario to make it more fun?
More enemies.
(8) Was there any event that caused you to lose the game and forced you to reload or restart the scenario?
None.
(9) If you know a bit of the Wesnoth Markup Language - do you think that the WML of this scenario is clear and well commented? If not which part would you like to be documented better?
N/A
Medium.
(2) How difficult did you find the scenario? (1-10)
5. 4 Sylphs and everybody dies.
(3) How clear did you find the scenario objectives?
At the beginning, clear. But searching for the hidden door... I thought, that BoW is strategy game, not adventure:)
(4) How clear and interesting did you find the dialog and storyline of the scenario?
Good. Delfador shows, that he can reason like a man, and fight like a man
(5) What were your major challenges in meeting the objectives of the scenario?
Finding frakking doors.
(6) How fun do you think the scenario is? (1-10)
3 - doors quest. Too easy overall.
(7) What, if any, are changes you would have made to the scenario to make it more fun?
More enemies.
(8) Was there any event that caused you to lose the game and forced you to reload or restart the scenario?
None.
(9) If you know a bit of the Wesnoth Markup Language - do you think that the WML of this scenario is clear and well commented? If not which part would you like to be documented better?
N/A
Re: Scenario Review: DM 21 - Clash at the Manor
(1) Great Mage, 1.8.0
(2) 3
(3) Clear for the first half; I wasn't so clear in the search phase, but found the entrance okay.
(4) Very good. It's gives an interesting new edge on things to see the elves cast in a darker role.
(5) None. Even the royal guards didn't do any harm, as they could be slowed by a shyde and then picked off by an avenger.
(6) 6 - a quick, almost RPG scenario.
(7) Some guard units tied to the manor itself would make the resistance endure a bit longer than it does currently.
(8) No.
(2) 3
(3) Clear for the first half; I wasn't so clear in the search phase, but found the entrance okay.
(4) Very good. It's gives an interesting new edge on things to see the elves cast in a darker role.
(5) None. Even the royal guards didn't do any harm, as they could be slowed by a shyde and then picked off by an avenger.
(6) 6 - a quick, almost RPG scenario.
(7) Some guard units tied to the manor itself would make the resistance endure a bit longer than it does currently.
(8) No.
Re: Scenario Review: DM 21 - Clash at the Manor
1) Medium
(2) Way too easy. The opponent dies in a matter of rounds, killed at the border of the forest, because he doesn't try to reach the signpost and attacks my units instead. Not that it mattered... I had units close to the signpost, just in case...
(3) Very clear
(4) Yes, it is definitely necessary to tell what happened to the book, but two ridiculously easy scenarios just to tell a story that could be told in 5 sentences? I had preferred more emphasis on the scenarios around the closing of the gate and the killing of the lich and had left these as a footnote in the epilogue. But that is just my opinion
(5) No challenge at all
(6) 5.
(7) Some kind of plot twist or surprise. I think it is too straightforward
(8) No
(2) Way too easy. The opponent dies in a matter of rounds, killed at the border of the forest, because he doesn't try to reach the signpost and attacks my units instead. Not that it mattered... I had units close to the signpost, just in case...
(3) Very clear
(4) Yes, it is definitely necessary to tell what happened to the book, but two ridiculously easy scenarios just to tell a story that could be told in 5 sentences? I had preferred more emphasis on the scenarios around the closing of the gate and the killing of the lich and had left these as a footnote in the epilogue. But that is just my opinion
(5) No challenge at all
(6) 5.
(7) Some kind of plot twist or surprise. I think it is too straightforward
(8) No
- quantum137
- Posts: 12
- Joined: April 20th, 2010, 10:51 am
Re: Scenario Review: DM 21 - Clash at the Manor
Hi there, I am playing 1.8.0 version and as many people here I cannot find the entrance to the manor. Has this bug been fixed or there is no way of finishing this scenario without editing files as discussed here?
-
- Posts: 368
- Joined: April 15th, 2010, 3:03 pm
Re: Scenario Review: DM 21 - Clash at the Manor
1) What difficulty levels have you played the scenario on?
1.8.3, Mage (Normal/Medium/whatever you call it)
(2) How difficult did you find the scenario? (1-10)
1
(3) How clear did you find the scenario objectives?
Clear
(4) How clear and interesting did you find the dialog and storyline of the scenario?
Fine
(5) What were your major challenges in meeting the objectives of the scenario?
No challenges, since the enemy has so little gold. I recalled just 5 units, for a total of 8, and divided them in 2 almost equal groups. For a brief moment that did not seem so wise, as the west side had a rider and a few archers to deal with while the south group had only a single rider. But the archers proved to be no threat.
(6) How fun do you think the scenario is? (1-10)
1 – too short and easy to be any real fun
(7) What, if any, are changes you would have made to the scenario to make it more fun?
Increase the size of the map, so that there will be more room for maneuvering and also increase the enemy’s starting gold so that he can recruit a few more troops.
(8) Was there any event that caused you to lose the game and forced you to reload or restart the scenario?
No
I think there’s a bug: When a unit finds the secret door something is supposed to be said (or so it seems from the scenario code). However my Sylph said nothing when she found the secret door – the scenario just ended. Save attached – just move the Sylph to the door and see if she says anything. In my case she did (I tried several times).
1.8.3, Mage (Normal/Medium/whatever you call it)
(2) How difficult did you find the scenario? (1-10)
1
(3) How clear did you find the scenario objectives?
Clear
(4) How clear and interesting did you find the dialog and storyline of the scenario?
Fine
(5) What were your major challenges in meeting the objectives of the scenario?
No challenges, since the enemy has so little gold. I recalled just 5 units, for a total of 8, and divided them in 2 almost equal groups. For a brief moment that did not seem so wise, as the west side had a rider and a few archers to deal with while the south group had only a single rider. But the archers proved to be no threat.
(6) How fun do you think the scenario is? (1-10)
1 – too short and easy to be any real fun
(7) What, if any, are changes you would have made to the scenario to make it more fun?
Increase the size of the map, so that there will be more room for maneuvering and also increase the enemy’s starting gold so that he can recruit a few more troops.
(8) Was there any event that caused you to lose the game and forced you to reload or restart the scenario?
No
I think there’s a bug: When a unit finds the secret door something is supposed to be said (or so it seems from the scenario code). However my Sylph said nothing when she found the secret door – the scenario just ended. Save attached – just move the Sylph to the door and see if she says anything. In my case she did (I tried several times).
- Attachments
-
- DM-Clash_at_the_manor_turn_11_bug.gz
- (36.03 KiB) Downloaded 1314 times
You are a Dark Adept: You immerse yourself in the dark arts... potentially with great rewards...
- Maiklas3000
- Posts: 532
- Joined: June 23rd, 2010, 10:43 am
Re: Scenario Review: DM 21 - Clash at the Manor
1) What difficulty levels have you played the scenario on?
Most difficult; 1.8.4; 100 starting gold
(2) How difficult did you find the scenario? (1-10)
4
(3) How clear did you find the scenario objectives?
Pretty clear.
(4) How clear and interesting did you find the dialog and storyline of the scenario?
Good.
(5) What were your major challenges in meeting the objectives of the scenario?
The main challenge was withstanding the assault wave, while keeping calvary from reaching a signpost. The b*stards tried to suicidally assassinate Delfador, like with an archer shooting at him and an almost dead calvary unit charging him. They almost succeeded.
(6) How fun do you think the scenario is? (1-10)
7
(7) What, if any, are changes you would have made to the scenario to make it more fun?
Maybe the leader should make a run for it too (for a signpost) after all his men are dead.
(8) Was there any event that caused you to lose the game and forced you to reload or restart the scenario?
No.
Most difficult; 1.8.4; 100 starting gold
(2) How difficult did you find the scenario? (1-10)
4
(3) How clear did you find the scenario objectives?
Pretty clear.
(4) How clear and interesting did you find the dialog and storyline of the scenario?
Good.
(5) What were your major challenges in meeting the objectives of the scenario?
The main challenge was withstanding the assault wave, while keeping calvary from reaching a signpost. The b*stards tried to suicidally assassinate Delfador, like with an archer shooting at him and an almost dead calvary unit charging him. They almost succeeded.
(6) How fun do you think the scenario is? (1-10)
7
(7) What, if any, are changes you would have made to the scenario to make it more fun?
Maybe the leader should make a run for it too (for a signpost) after all his men are dead.
(8) Was there any event that caused you to lose the game and forced you to reload or restart the scenario?
No.
- Attachments
-
- DM-Clash_at_the_manor_replay.gz
- (29.03 KiB) Downloaded 1256 times
Last edited by Maiklas3000 on August 22nd, 2010, 4:40 pm, edited 1 time in total.