Search found 714 matches

by inferno8
Today, 8:02 am
Forum: Scenario & Campaign Development
Topic: To Lands Unknown 3.0 for 1.14
Replies: 828
Views: 77895

Re: To Lands Unknown 3.0 for 1.14

Depending on your difficulty settings the starting gold for the last scenario is this: easy: 700; normal: 500; hard 300 Carryover percentage from the previous scenario is 40. Looking at the scenario configuration file it looks like there is a new piece of code, unfamiliar to me, reducing player's go...
by inferno8
Yesterday, 5:28 pm
Forum: Scenario & Campaign Development
Topic: To Lands Unknown 3.0 for 1.14
Replies: 828
Views: 77895

Re: To Lands Unknown 3.0 for 1.14

Hello, vanillared :) Thank you for the complete error message. Interestingly I have never encountered such an issue, but it looks like the game reports a problem with a small part of code in Fire Canyon scenario. I've already disabled it as it had no impact on the gameplay, so this issue should not ...
by inferno8
Yesterday, 2:28 pm
Forum: Scenario & Campaign Development
Topic: To Lands Unknown 3.0 for 1.14
Replies: 828
Views: 77895

Re: To Lands Unknown 3.0 for 1.14

Konrad2 wrote:
Yesterday, 2:20 pm
Ums don't freeze, do they?
Only summoners suffer from low temperatures. Ums should not be affected by this.
by inferno8
Yesterday, 1:46 pm
Forum: Scenario & Campaign Development
Topic: To Lands Unknown 3.0 for 1.14
Replies: 828
Views: 77895

Re: To Lands Unknown 3.0 for 1.14

Good idea with this new last breath message ;) Indeed your army is quite powerful - poor magi, they won't stand a chance :P And the best thing is I increased the difficulty of that scenario but it looks like it didn't stop a player like you :P Beware, the last enemy in the campaign may be a formida...
by inferno8
Yesterday, 1:09 pm
Forum: Scenario & Campaign Development
Topic: To Lands Unknown 3.0 for 1.14
Replies: 828
Views: 77895

Re: To Lands Unknown 3.0 for 1.14

Ah. I was misunderstood. Marib has 3 Dimensional Gates II at the start of the scenario. One of them advances and whenever I used Banish (on a Tharis or a Hydra), that advanced Dimensional Gate II is transformed back into a Dimensional Gate II. Now I see that :) Ok, I'll take a look at the code agai...
by inferno8
Yesterday, 10:31 am
Forum: Scenario & Campaign Development
Topic: To Lands Unknown 3.0 for 1.14
Replies: 828
Views: 77895

Re: To Lands Unknown 3.0 for 1.14

I've just seen the replay and not found anything suspicious. The banish weapon special does not transform Tharis units into dimensional gates.Could you tell me exactly when this happens (the exact turn number) and which units are involved? The banish code takes only magical units into account. The f...
by inferno8
Yesterday, 8:58 am
Forum: Scenario & Campaign Development
Topic: To Lands Unknown 3.0 for 1.14
Replies: 828
Views: 77895

Re: To Lands Unknown 3.0 for 1.14

Banish is still broken. It works for me :hmm: I'd like to to see a replay. Abyssal Rebellion: A unit searching the camp will become just an extra unit on your on your recall list. I don't think it is a big deal. Why does 37,25 belong to side 4? Who stands on 37,25 and which scenario? Wesnoth shut d...
by inferno8
April 23rd, 2018, 9:22 pm
Forum: Scenario & Campaign Development
Topic: To Lands Unknown 3.0 for 1.14
Replies: 828
Views: 77895

Re: To Lands Unknown 3.0 for 1.14

Metamorph allows me to use less xp for leveling up an elemental. It's by no means something grand, I just wanted to mention it. (Different elements need different amounts of xp.) Thanks for pointing this out. I should make this value equal for different kinds. Look at me, I have a Dimensional Gate ...
by inferno8
April 22nd, 2018, 1:33 pm
Forum: Scenario & Campaign Development
Topic: To Lands Unknown 3.0 for 1.14
Replies: 828
Views: 77895

Re: To Lands Unknown 3.0 for 1.14

We'll try to get this in for 1.16, even if you're the only one using it. Your addon is such a unique and well-done work that it sucks you need to use these workaround :( I can't promise it will make it in, but we'll try. If I was a programmer I'd implement the video playback feature myself, but I a...
by inferno8
April 22nd, 2018, 9:58 am
Forum: Scenario & Campaign Development
Topic: To Lands Unknown 3.0 for 1.14
Replies: 828
Views: 77895

Re: To Lands Unknown 3.0 for 1.14

Bad things for Mag-Magar That allied stepping on the Living Gate will probably require an additional event for player's units. But the gates not caring about the battle is very unusual. I haven't got that behavior. Everything works smoothly on my side :hmm: Could you provide a savegame so I can see...
by inferno8
April 22nd, 2018, 9:12 am
Forum: Scenario & Campaign Development
Topic: To Lands Unknown 3.0 for 1.14
Replies: 828
Views: 77895

Re: To Lands Unknown 3.0 for 1.14

Uhm. I'm like totally confused. My banisher missed his banish on a Fire Elemental. And then he turned into a Dimensional Gate II... (More like he was replaced by one, but still!) It is related to the bug encountered by Robertdebrus. Something in the banish weapon special code is not working properl...
by inferno8
April 22nd, 2018, 8:35 am
Forum: Scenario & Campaign Development
Topic: To Lands Unknown 3.0 for 1.14
Replies: 828
Views: 77895

Re: To Lands Unknown 3.0 for 1.14

Thanks for reporting. Based on these findings I prepared a new beta version. It is available on the 1.14 add-ons server. TLU 3.0 beta 2 changelog: - s01 Highiest Tiers: removed upkeep for units during the scenario - s02 Central Palace: fixed missing Carpet Master unit bug; added TC for units enterin...
by inferno8
April 21st, 2018, 12:35 pm
Forum: Scenario & Campaign Development
Topic: To Lands Unknown 3.0 for 1.14
Replies: 828
Views: 77895

Re: To Lands Unknown 3.0 for 1.14

Good news: I managed to fix most of the reported bugs. I asked devs for help with the major cutscene/video sequence bug in scenario 02. It looks like it is related to the memory limitations of the Windows build. This should not occur on Linux machines. Nevertheless I decided to use an old "memory-sa...
by inferno8
April 19th, 2018, 7:38 am
Forum: Technical Support
Topic: Very long animations cause the game to crash (1.13.14)
Replies: 3
Views: 144

Re: Very long animations cause the game to crash (1.13.14)

The problem occurs on 1.13.14 and as far as I know it is also present on 1.12.

Edit: moved this to Github
by inferno8
April 18th, 2018, 4:51 pm
Forum: Technical Support
Topic: Very long animations cause the game to crash (1.13.14)
Replies: 3
Views: 144

Very long animations cause the game to crash (1.13.14)

This is probably very UMC specific, but is related to the way the game handles animation so I decided to report it anyway. Playing very long animations (400+ frames) leads to the following error: Could not create a new surface in get_surface_portion() The game crashes right after that or it is still...