Search found 3833 matches

by doofus-01
February 3rd, 2008, 6:29 pm
Forum: Scenario & Campaign Development
Topic: 1.4 Bad Moon Rising (obsolete)
Replies: 195
Views: 27836

I've sent 0.1.7 to the server. The biggest changes have to do with the Ukian faction. I'm trying to balance them and to make them not be a generic human faction. - Ukians are now their own race. - Runner line has level 1 leadership to make the dogs more useful. - There is a MP era that I thought wou...
by doofus-01
January 27th, 2008, 10:02 pm
Forum: Scenario & Campaign Development
Topic: 1.4 Bad Moon Rising (obsolete)
Replies: 195
Views: 27836

I have just changed it to what you said it should be. Everything is now Bad_Moon_Rising - no more Rise, no more Bad Moon Rising. Thanks. By changing the directory & .pbl names, I appear to have made a new campaign as far as the server is concerned. So I have removed 0.1.5 and uploaded 0.1.6. I hope ...
by doofus-01
January 26th, 2008, 6:43 pm
Forum: Scenario & Campaign Development
Topic: 1.4 Bad Moon Rising (obsolete)
Replies: 195
Views: 27836

I just sent version 0.1.5 to the server. The last three real scenarios have new maps so the player is not on the sidelines of an AI vs AI battle. There are many "moveto" events in the campaign, hopefully none of them lead to talking dogs. If you find one that does (0.1.5 or later), please let me kno...
by doofus-01
January 21st, 2008, 12:29 am
Forum: Scenario & Campaign Development
Topic: 1.4 Bad Moon Rising (obsolete)
Replies: 195
Views: 27836

You raise a good point about too many AIs, especially in those two scenarios. I think the scenario Ruin has similar problems. Concerning the scenario Royal Rumble: the Prince is supposed to be in charge of a large army and there have to be enough rebels to have him surrounded. The new version has Sc...
by doofus-01
January 20th, 2008, 5:28 pm
Forum: Scenario & Campaign Development
Topic: 1.4 Bad Moon Rising (obsolete)
Replies: 195
Views: 27836

I've just sent 0.1.4 to the new server. Royal Rumble should not seg fault anymore, I redesigned the event that makes Scarrion & Maskov disappear. The typo that made the next scenario impossible is also fixed. There were a few minor changes elsewhere, but those are the important ones.
by doofus-01
January 18th, 2008, 2:18 pm
Forum: Scenario & Campaign Development
Topic: 1.4 Bad Moon Rising (obsolete)
Replies: 195
Views: 27836

Gnurob's point about updated supporting files is probably the answer. An update to Extended Era (x.32.0, around Jan. 5th) included changing the directory where the units are, so I had to change this campaign's _main.cfg. If you have BMR 0.1.3 and an older version of EE, you would put back the "/stan...
by doofus-01
January 17th, 2008, 10:54 pm
Forum: Scenario & Campaign Development
Topic: 1.4 Bad Moon Rising (obsolete)
Replies: 195
Views: 27836

I don't plan for it to always be the case, but for now the gate doesn't do anything. Same for the pile of trash and the boxes. The room with the boxes should have had a skeleton at 28,48 that would give you an object. Maybe it's just hard to see? It used to trigger.
by doofus-01
January 17th, 2008, 10:04 pm
Forum: Scenario & Campaign Development
Topic: 1.4 Bad Moon Rising (obsolete)
Replies: 195
Views: 27836

In the Chase scenario nothing happens after defeating the leader and its recruits in the first keep and the guard next to the stash. No other units were found. I made a typo, should have caught it myself before uploading. Change "Vassak" to "Varrak" at row 174 of the I_Chase.cfg file. [event] name=...
by doofus-01
January 17th, 2008, 2:26 pm
Forum: Scenario & Campaign Development
Topic: 1.4 Bad Moon Rising (obsolete)
Replies: 195
Views: 27836

It appears the segmentation fault is not fixed after all. You can get around it by running wesnoth in debug mode and attacking Maskov & Scarrion with cheating/debug units (which is why I thought it was fixed). If you use a real unit, wesnoth will crash. The debug and real units can be the same type,...
by doofus-01
January 16th, 2008, 10:08 pm
Forum: Scenario & Campaign Development
Topic: 1.4 Bad Moon Rising (obsolete)
Replies: 195
Views: 27836

It did not occur to me the AI might get broken, I just checked to see that he would disappear when attacked and not cause a crash by creating a (debug) unit next to him. I'll look at it all again. You can try this to see if it prevents the seg fault: Delete the these lines around row 355 of H_Rumble...
by doofus-01
January 16th, 2008, 2:09 pm
Forum: Scenario & Campaign Development
Topic: 1.4 Bad Moon Rising (obsolete)
Replies: 195
Views: 27836

I'm about to send 0.1.3 to the server. I just got it to work with 1.3.13 but now 1.3.14 is out. So it goes...
by doofus-01
January 14th, 2008, 12:19 am
Forum: Scenario & Campaign Development
Topic: 1.4 Bad Moon Rising (obsolete)
Replies: 195
Views: 27836

I updated to 1.3.13 and now I have the same problem as tillea. The segmentation fault happens whenever I try to make the side 6 or 7 leader disappear in an attack event, using [kill] or [store_unit]. It worked in 1.3.11, but no longer... Here's a .cfg that appears to work. It's not quite what I want...
by doofus-01
January 12th, 2008, 11:54 pm
Forum: Scenario & Campaign Development
Topic: 1.4 Bad Moon Rising (obsolete)
Replies: 195
Views: 27836

On another note, I ran into all sorts of problems getting the update. They're worth mentioning because some issues can be avoided with managing the campaign development: 1. The following command did not update the campaign because (I assume) info.cfg did not have an updated version number Code: cam...
by doofus-01
January 12th, 2008, 9:01 pm
Forum: Scenario & Campaign Development
Topic: 1.4 Bad Moon Rising (obsolete)
Replies: 195
Views: 27836

Some XE outlaws were dropped because the L3 units are now shipped default in 1.3.13, so that makes sense. However, I had the same error when I called for a Chaos unit, so I'm thinking there are more id and directory changes that I need to accommodate. Maybe it's not as broken as I thought, I'll put ...
by doofus-01
January 12th, 2008, 8:42 pm
Forum: Scenario & Campaign Development
Topic: 1.4 Bad Moon Rising (obsolete)
Replies: 195
Views: 27836

Ugh. I read your message, updated my version of Extended Era, and now I have the same problem. I also get similar errors on any savefile that calls for an XE unit. This looks like it could be a pretty serious problem, so I'm pulling the campaign off the server until I get this fixed.

Apologies.