SER - Saving Elensefar Redux

Discussion and development of scenarios and campaigns for the game.

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vghetto
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SER - Saving Elensefar Redux

Post by vghetto »

SER is a fork from trewe's 1.12 Saving Elensefar.

https://github.com/virtualghetto/Saving_Elensefar_Redux
Last edited by vghetto on November 17th, 2021, 1:53 pm, edited 1 time in total.
vghetto
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Re: SER - Saving Elensefar Redux

Post by vghetto »

[placeholder]

Uploading beta version of SER for testing.
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Lord-Knightmare
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Re: SER - Saving Elensefar Redux

Post by Lord-Knightmare »

vghetto wrote: November 12th, 2021, 4:22 pm [placeholder]

Uploading beta version of SER for testing.
Why might you be doing a fork of that "way too hard" version? Curious.
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vghetto
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Re: SER - Saving Elensefar Redux

Post by vghetto »

Lord-Knightmare wrote: November 12th, 2021, 7:13 pm Why might you be doing a fork of that "way too hard" version? Curious.
The same reason why I do anything. For my own amusement.

The uploaded version is far from finished, btw. I still need to go over each file line by line. Do spellcheck, etc.
I haven't even playtested all islands, but I think I got the major problems fixed.

For now, the player can always recruit. I enabled it for testing purposes. I'm gonna remove that in the final version.
I might need to replace some units with newer ones eventually. I didn't even get to MoonyDragon's version yet to see what he replaced them with.

I'll need to do an update for 1.16 too. I'm trying to finish 1.14 first.
vghetto
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Re: SER - Saving Elensefar Redux

Post by vghetto »

I just upload SER version 0.9.0 to 1.14 and 1.16. I think everything is settled in terms of gameplay mechanics, units and income stuff. It is somewhere in between turin and trewe's versions.

I'll do a github repo for this project soon.

Edit: Freaking AI :x . I uploaded 0.9.1 to address some of the AI and gold problems.
I haven't played it on 1.16 yet. Fingers crossed.
Fixed yet another bug in reversi. 0.9.3 uploaded :whistle:
Did you know that you can let the AI do a move for you with the right click? :) It is not a guarantee that you'll win though.

I create a github repo for that at
https://github.com/virtualghetto/Saving_Elensefar_Redux
vghetto
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Re: SER - Saving Elensefar Redux

Post by vghetto »

I think I am done with 1.14 and now testing on 1.16. Everything seems to be in order and I'm very close to SER 1.0. If I haven't reached it already with 0.9.6.

As I said before, SER tries to take some aspects that were available from SE on 1.2, 1.4 and 1.12. I didn't take into account any of the in-between versions; 1.8, 1.9, 1.11.

I didn't take anything from the version by MoonyDragon. I compared 1.2+1.4 to SE 1.14 and it is almost a from scratch rewrite (other than the maps, dialogue and filenames). I have to say, that was a tremendous effort by him. Kudos.

Whenever I say original I'm referring to SE 1.2 and 1.4.
1.4 didn't change much from 1.2 except for the maps. The terrain codes on 1.2 were different back then. They looked like ascii art :)

List of changes done to the 1.12 version:
Removed all translations
Removed all difficulty settings.
Removed remnant multiplayer stuff that seems to have been added then removed by trewe.
Brought back a couple of maps that were dropped. Swampland, Fire Island.
Changed the enemy faction on Ruined Port from dunefolk back to its original.
Dropped 1.12 player economic model and used a variation of the original.
Adopted most enemy Gold, Turns values from the originals. (Normal difficulty)
Enemy recruiting is mostly from the Hard difficulty setting or a merger of the three.
Any additional enemy units spawning on any of the difficulties were also adopted; meaning if they only appeared on Hard, then they will appear in this version.
Custom units changed to use mainline core (not mainline campaign) units. With some of my own minor variations to them. For instance, changes to advancement paths, movetype, number of attacks.
Dropped all lvl0 units done in 1.12. Used generic Peasant, Woodsman, Ruffian instead.
I retained some of new abilities found in 1.12. I didn't add any custom new ones.
Some minor changes to AI. In almost all scenarios, the enemy is very aggressive.
Reduced the win condition difficulty of the Reversi/Othello mini-game.

My additional changes:
For recruiting, I changed it from no recruiting to limited recruiting; The first scenario allows you to recruit 12 units. The sea battles doesn't allow for any new recruits. The islands allows for 6 new units. And the final scenario is unlimited.
Changed a couple of 1.12 added units from loyal to canrecruit and gave them their own little set of allowable recruits.
Recalling is allowed on all scenarios. Each subordinate leader can recall the types that they could recruit from, except for the main character. He can recall any type.
On most scenario ends, a couple of surviving enemy non-leader units may join your crew.

The rest were bugfixes, shuffling side numbering, minor changes to maps, giving ship docking animation to all scenarios, or changing where they dock for others.

For the full list of changes, do a diff. :P

My apologies to those that tried prior SER versions and found them either broken or had the gameplay rules changed which meant they needed to start from the very beginning.

Edit: 0.9.8 fixes lua error displayed in wesnoth 1.16. should be compatible with older saves.
vghetto
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Re: SER - Saving Elensefar Redux

Post by vghetto »

Version 1.0.0 is finally out.

This version won't be compatible with older saves. Sorry.

This time I decided to go with turin's original maps from 1.2. The ascii ones.
I converted them using wmllint-1.4 and did very slight modifications on them.
This will make the game slightly harder because you'll usually get one keep instead of two for your side.

On the main map, I included a tide that ebbs and flows to make ship movement easier.
On the last scenario, I removed the split plan. It doesn't really work.

The rest of the changes were bug fixes. Either my own or older.
I renamed the scenario and map filenames to use the original convention. Unfortunately this makes diffing the repo a bit harder.
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