Search found 428 matches

by WhiteWolf
January 17th, 2019, 7:39 pm
Forum: Scenario & Campaign Development
Topic: The Ravagers - SP campaign now for 1.14 - [Feedback and development]
Replies: 168
Views: 17903

Re: The Ravagers - SP campaign now for 1.14 - [Feedback and development]

The carryover report does not account for flash backs. Your campaigns is pretty unusual in this way, so I see no reason to let the carryover report count. Carryover is meant to be used in the next scenario that 'happens' timewise , unless there is some big disconnect between them. I mean, how am I ...
by WhiteWolf
January 15th, 2019, 9:45 pm
Forum: Scenario & Campaign Development
Topic: The Ravagers - SP campaign now for 1.14 - [Feedback and development]
Replies: 168
Views: 17903

Re: The Ravagers - SP campaign now for 1.14 - [Feedback and development]

It's a 'problem', because units killed by mutineers are supposed to turn into ghosts, right? And those don't. ^^ Check out my save file, where he doesn't have this ability. ;) xD TRS-(CT 1) The Curse of the Map Turn 5.gz But bleeding out is not strictly considered a kill, mechanics-wise. For exampl...
by WhiteWolf
January 14th, 2019, 10:34 pm
Forum: Scenario & Campaign Development
Topic: The Ravagers - SP campaign now for 1.14 - [Feedback and development]
Replies: 168
Views: 17903

Re: The Ravagers - SP campaign now for 1.14 - [Feedback and development]

Please excuse my absence, I'll try to take a look at these in the following days :)
by WhiteWolf
January 12th, 2019, 8:33 pm
Forum: Scenario & Campaign Development
Topic: The Ravagers - SP campaign now for 1.14 - [Feedback and development]
Replies: 168
Views: 17903

Re: The Ravagers - SP campaign now for 1.14 - [Feedback and development]

Actually, your gargoyles are missing 'mechanical' to begin with. I can poison them as well. (Created an Orcish Assasin to test it.) Yeah, gave them mechanical. Why does the Elvish Vanquisher have +20% arcane resist? On many weaknesses instead. :( You have two kinds of Dwarvish Runesmiths and Dwarvi...
by WhiteWolf
January 11th, 2019, 8:47 pm
Forum: Scenario & Campaign Development
Topic: The Ravagers - SP campaign now for 1.14 - [Feedback and development]
Replies: 168
Views: 17903

Re: The Ravagers - SP campaign now for 1.14 - [Feedback and development]

FoV3 Your leader flees until all townspeople - 2 have made their escape, so it's possible that he flees before everyone made their escape. It's because you are allowed to lose two of them, so there is no need to contine playing if only two are left, and you haven't lost any. It's why Ysladiath says...
by WhiteWolf
January 10th, 2019, 2:36 pm
Forum: Scenario & Campaign Development
Topic: The Ravagers - SP campaign now for 1.14 - [Feedback and development]
Replies: 168
Views: 17903

Re: The Ravagers - SP campaign now for 1.14 - [Feedback and development]

Also, it's Merfolk now, not Merman. :D Where exactly? I can't find "Merman" spoken in the scenarios. Lily says "mermaids" once, but I think that's fine. It's the flood card. Units are returned as 'Merman undead'. Oh, got that then. I watched your Kneeler replay. Wicked :D That Rogue got damn lucky ...
by WhiteWolf
January 10th, 2019, 12:02 pm
Forum: Scenario & Campaign Development
Topic: The Ravagers - SP campaign now for 1.14 - [Feedback and development]
Replies: 168
Views: 17903

Re: The Ravagers - SP campaign now for 1.14 - [Feedback and development]

It has nothing to do with my orcish ally. But it happens every time Dayton melee attacks a unit directly south of him. So, to be precise: it happened if Dayton missed his attack North or South. And now I'm banging my head in the table for it. (wrote $x2,$y1 instead of $x2,$y2 at one tiny place. Wor...
by WhiteWolf
January 9th, 2019, 11:47 pm
Forum: Scenario & Campaign Development
Topic: The Ravagers - SP campaign now for 1.14 - [Feedback and development]
Replies: 168
Views: 17903

Re: The Ravagers - SP campaign now for 1.14 - [Feedback and development]

You've got me with this. I'll replay it a few times, try to recreate it and find out what happened, but looking at it now, I don't know. It's just weird, comes out of nothing, goes back into nothing as it came. You attack Poachers before this, and after this as well without problems. No idea right n...
by WhiteWolf
January 9th, 2019, 10:59 pm
Forum: Scenario & Campaign Development
Topic: The Ravagers - SP campaign now for 1.14 - [Feedback and development]
Replies: 168
Views: 17903

Re: The Ravagers - SP campaign now for 1.14 - [Feedback and development]

It's probably tactical advantage interacting in a bad way with another special or ability. Can you remember which orc did Dayton attack?

EDIT: Thanks :)
by WhiteWolf
January 9th, 2019, 10:26 pm
Forum: Scenario & Campaign Development
Topic: The Ravagers - SP campaign now for 1.14 - [Feedback and development]
Replies: 168
Views: 17903

Re: The Ravagers - SP campaign now for 1.14 - [Feedback and development]

What was the action performed before this? Was it a unit attacking another, a movement, or what?
by WhiteWolf
January 9th, 2019, 10:05 pm
Forum: Scenario & Campaign Development
Topic: The Ravagers - SP campaign now for 1.14 - [Feedback and development]
Replies: 168
Views: 17903

Re: The Ravagers - SP campaign now for 1.14 - [Feedback and development]

No, I mean the hunter on 37.31. Set trainkill to once, then attack with fireball. Sometimes he hits once and stops, sometimes he hits twice, killing the hunter. I've only seen this a couple of times, and I had to try it again a few times using that save to get it to happen again. I've ran that turn...
by WhiteWolf
January 9th, 2019, 5:52 pm
Forum: Scenario & Campaign Development
Topic: The Ravagers - SP campaign now for 1.14 - [Feedback and development]
Replies: 168
Views: 17903

Re: The Ravagers - SP campaign now for 1.14 - [Feedback and development]

In Nemesis (attached), I used trainkill 1x on Tharos and hit the unit at 37.31. It didn't work the way it was supposed to. A couple turns later Tharos executed the maneuver correctly. I also saw this much earlier with Millas, but I didn't save it since it was right when I was transitioning from 1.1...
by WhiteWolf
January 7th, 2019, 7:36 pm
Forum: Scenario & Campaign Development
Topic: The Ravagers - SP campaign now for 1.14 - [Feedback and development]
Replies: 168
Views: 17903

Re: The Ravagers - SP campaign now for 1.14 - [Feedback and development]

Yeah, upgrading there is fine. The stuff I broke in 1.1.4 are "just" the effects, like the blood trails, some unit's bleeding, the corpses, the soldier sound voicover... The fix_missing_ability is another issue, as I saw in your gameplay you chose Longbowman for your leader, so it's completely irrel...
by WhiteWolf
January 7th, 2019, 6:14 pm
Forum: Scenario & Campaign Development
Topic: The Ravagers - SP campaign now for 1.14 - [Feedback and development]
Replies: 168
Views: 17903

Re: The Ravagers - SP campaign now for 1.14 - [Feedback and development]

Unfortunately, this change does not apply for saved games. The ability is added at the creation of the unit, so at the start. :( What you can do however, is hack it in yourself. It's quick and easy actually. Find the directory of the add-on. This varies from OS to OS, on Debian it's ~/.config/wesno...
by WhiteWolf
January 7th, 2019, 5:17 pm
Forum: Scenario & Campaign Development
Topic: The Ravagers - SP campaign now for 1.14 - [Feedback and development]
Replies: 168
Views: 17903

Re: The Ravagers - SP campaign now for 1.14 - [Feedback and development]

Double post for attention. Uploaded 1.1.4 with the hotfix, but, you need to restart from TRS-(16) The Wail.gz. Meaning, the scenario start, autosaves and mid-scenario saves won't be good. Terribly sorry for the inconvenience. :( - Fixed gamestate crashing bug on map 16 - Fixed missing weapon special...