Difference between revisions of "User:Turuk"

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<br>-Enemy leader repeats same dialogue when his units die.
 
<br>-Enemy leader repeats same dialogue when his units die.
 
<br>'''-Same recall list problem in the coding.  Finished scenario without recalling everyone, had to redo.'''
 
<br>'''-Same recall list problem in the coding.  Finished scenario without recalling everyone, had to redo.'''
 +
<br>'''There is apparently some benefit to killing the outlaw leader with Gawen, but this is not mentioned at all.  I discovered because like a good playtester, I've been reading the original campaign forum thread.'''

Revision as of 23:49, 7 October 2008

Merely to serve as a place to post a log for A New Order.

A New Order

General Problems
-Dialogue is in need of a severe reworking
-Unit animations are either super fast or super slow

Scenario 1 (Breaking the Circle)
-Animations are frigging super fast
-Put markers over all the people that cannot die

Scenario 2 (Fighting for Pass)
-Misplaced comma in dialogue in beginning
-Who sent you! Not a question…
-Loyal Troops don’t move to attack enemy, only in small radius

Scenario 3 (Conversation)
-Dialogue needs a bit of a rework “What else was he saying?” “Something like: argh.”
-When it says Resisted so many turns, there’s a funny symbol in front of the number

Scenario 4 (Battle for Barnon)
-Not too bad, but easy to do if you just shoot the lady and old solider with the heavier units off in one direction. Causes you to spam money, but I guess if you want to lose those units, you could save money. ☺
-Have to recall all units for scenario to work.
-East is 3 turns faster than going west.

Scenario 5a (Unexpected Guests)
-Very hard, can kill one orc leader but not enough time to reach other. Too much gold for enemy leaders?
-Seems a bit unbalanced? I had a hard time fighting off both orc leaders and killing them both in the time limit, which is rare for me.

Scenario 5b (The Swamp Things)
-Easy, well, might have been harder but both enemy leaders came off their keeps so I killed them while they were out. Blue only recruited two units and green’s units were to the west trying to attack the Lady.
-Much much MUCH better than 5a.

Scenario 6 (Separation)
-Conversation, nice choice of being able to select units you want, though leads to problem below.
-Something wrong with coding, units left in recall list appear in upper left of map again. Though this time without crashing the game.

Scenario 7 (Ally from the Past)
-Dialogue makes me want to shoot myself.
-Sense of direction needs to be corrected. In Objectives, it says don’t let enemy reach northeastern signpost, which would be right next to the enemy. Should be Northwest.
-On a serious note, script needs work.
-Super easy, I know intended as an army building(possibly?) scenario, but only two opponents do not allow for much of that.

Scenario 8 (Outlaw Base)
-“Hey people, look, such ridiculously easy targets that even though most of our forces are elsewhere, we still have no problems in taking their gold.”
-Enemy leader repeats same dialogue when his units die.
-Same recall list problem in the coding. Finished scenario without recalling everyone, had to redo.
There is apparently some benefit to killing the outlaw leader with Gawen, but this is not mentioned at all. I discovered because like a good playtester, I've been reading the original campaign forum thread.