Heir to the Throne: The Sceptre of Fire (Sceptre in Lava)
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Heir to the Throne: The Sceptre of Fire (Sceptre in Lava)
How to you pick up the sceptre in the The Sceptre of Fire scenario of the campaign? Its directly in the middle of a lava pool. Placing a griffon on the sceptre displays a message along the line of only a worthy hero may dare pick up the sceptre. The walk through (http://www.wesnoth.org/wiki/HeirToTheThrone) makes it sound easy, "
poise the character who is going to pick up the Sceptre right next to it," but it doesn't appear possible.
The level seems completely intentional but below is the game version information JIC there is a known bug (apparently the map is randomly drawn).
P.S. The 1.3.3 upgrade was due to a 1.3.2 crash before the beginning of this scenario.
poise the character who is going to pick up the Sceptre right next to it," but it doesn't appear possible.
The level seems completely intentional but below is the game version information JIC there is a known bug (apparently the map is randomly drawn).
P.S. The 1.3.3 upgrade was due to a 1.3.2 crash before the beginning of this scenario.
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user@machine:~/> sudo rpm -qi wesnoth-1.3.3
Name : wesnoth Relocations: (not relocatable)
Version : 1.3.3 Vendor: openSUSE Build Service
Release : 7.1 Build Date: Wed Jun 20 06:16:18 2007
Install Date: Sun Jun 24 03:54:29 2007 Build Host: build10
Group : Amusements/Games/Strategy/Turn Based Source RPM: wesnoth-1.3.3-7.1.src.rpm
Size : 5712694 License: GPL
Signature : DSA/SHA1, Wed Jun 20 06:17:55 2007, Key ID 3b3011b76b9d6523
URL : http://www.wesnoth.org
Summary : Fantasy Turn-Based Strategy Game
Description :
(sic)
Authors:
--------
David White <davidnwhite@optusnet.com.au>
Francisco Mu?oz
Distribution: games:strategy:turn-based / openSUSE_10.2
Last edited by gnurob on June 24th, 2007, 10:07 am, edited 1 time in total.
...and the data files
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Name : wesnoth-data-base Relocations: (not relocatable)
Version : 1.3.3 Vendor: openSUSE Build Service
Release : 8.2 Build Date: Sat Jun 23 14:22:24 2007
Install Date: Sun Jun 24 03:53:58 2007 Build Host: build12
Group : Amusements/Games/Strategy/Turn Based Source RPM: wesnoth-data-base-1.3.3-8.2.src.rpm
Size : 110111738 License: GPL
Signature : DSA/SHA1, Sat Jun 23 14:23:49 2007, Key ID 3b3011b76b9d6523
Name : wesnoth-data-full Relocations: (not relocatable)
Version : 1.3.3 Vendor: openSUSE Build Service
Release : 8.2 Build Date: Sat Jun 23 14:22:24 2007
Install Date: Sun Jun 24 03:54:21 2007 Build Host: build12
Group : Amusements/Games/Strategy/Turn Based Source RPM: wesnoth-data-base-1.3.3-8.2.src.rpm
Size : 0 License: GPL
Signature : DSA/SHA1, Sat Jun 23 14:23:47 2007, Key ID 3b3011b76b9d6523
Wow, talk about your fast replies!
Thanks for the confirmation... I was really doubting it was the game/scenario (Battle for Wesnoth has floored me for quality thus far; its wicked!)
I'll check into filing a bug. Meanwhile, is their a way to level edit the scenario to move the sceptre? ...flag it as complete and move to the next (saving all the characters, etc.)? If not, how far back in the save games must I go to get a new map?
Thanks!
Thanks for the confirmation... I was really doubting it was the game/scenario (Battle for Wesnoth has floored me for quality thus far; its wicked!)
I'll check into filing a bug. Meanwhile, is their a way to level edit the scenario to move the sceptre? ...flag it as complete and move to the next (saving all the characters, etc.)? If not, how far back in the save games must I go to get a new map?
Thanks!
- Mythological
- Inactive Developer
- Posts: 275
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You can use Debug mode and the :n command to instantly progress to the next scenario (See http://www.wesnoth.org/wiki/CommandMode for detailed info how to do that) but that is kind of cheating and you will end up without the Scepter of Fire, which comes in handy in the later scenarios.
The best you can do is to restart the scenario , but not with the "Back to start" menu option (this way you will be playing on the same map where the scepter is in the lava) - use Menu>Load Game>The Scepter of Fire instead. That way the map will be regenerated and the scepter will (hopefully) be in a reachable position. The bug you mentioned shouldn't happen often, otherwise it would have been reported before, so you have a good chance to successfully finish the scenario from the 2nd try.
I also suggest you to report the bug with an attached saved game here
The best you can do is to restart the scenario , but not with the "Back to start" menu option (this way you will be playing on the same map where the scepter is in the lava) - use Menu>Load Game>The Scepter of Fire instead. That way the map will be regenerated and the scepter will (hopefully) be in a reachable position. The bug you mentioned shouldn't happen often, otherwise it would have been reported before, so you have a good chance to successfully finish the scenario from the 2nd try.
I also suggest you to report the bug with an attached saved game here
Theoretically, love is great
but it is a little bit different in practice.
Riblja Čorba - "I'll break your wings, aeroplane"
Never say never
but it is a little bit different in practice.
Riblja Čorba - "I'll break your wings, aeroplane"
Never say never
Hi,
Thanks for the detailed suggestion. I'm currently trying two options based on the :debug advice.
1. Place the unit on the sceptre (:unit x,y=18,29)
2. Write down all my character attributes (experience, hit points, etc.) and rush the game... later updating the characters using :unit experience=n, etc.,
After a quick test I found that :unit experience=n and :unit hitpoints=n works, but :unit x,y=x,y does not (for a valid point and the sceptre location). If further reading of the documentation doesn't reveal the problem setting the location I'll go for option 2.
Posting bug now.
Thanks!
Thanks for the detailed suggestion. I'm currently trying two options based on the :debug advice.
1. Place the unit on the sceptre (:unit x,y=18,29)
2. Write down all my character attributes (experience, hit points, etc.) and rush the game... later updating the characters using :unit experience=n, etc.,
After a quick test I found that :unit experience=n and :unit hitpoints=n works, but :unit x,y=x,y does not (for a valid point and the sceptre location). If further reading of the documentation doesn't reveal the problem setting the location I'll go for option 2.
Posting bug now.
Thanks!
- Attachments
-
- The_Scepter_of_Fire_-_Sceptre_Stuck.bz2
- P.S. Game saves cannot be posted to this forum because of extension rules.
- (48.09 KiB) Downloaded 304 times
Crap! Did a load game and rushed through the map. Around turn 18 an earthquake make created more lava and now it is not reachable.
- Attachments
-
- The_Scepter_of_Fire_-_Locked_Out_Again.bz2
- (41.21 KiB) Downloaded 312 times
Fixed
Solved the problem by editing the save game and changing the movement costs for cave walls, deep water, etc. (lava must be one of those).
Just in case you're reading this and it has happened to you, here is the fastest way to get around the problem (for GNU/Linux, Mac OS X and similar operating systems).
From what I can tell of how save games work, the movement costs will not affect the next scenario (unconfirmed at this point).
I have attached my modified save game if you're curious enough to see it work.
Just in case you're reading this and it has happened to you, here is the fastest way to get around the problem (for GNU/Linux, Mac OS X and similar operating systems).
- open a console (command line interface)
- switch to save game directory, type: cd ~/.wesnoth/saves
- find the save game file, type: ls
- make a new copy of game file, type: cp your_save_game new_save_game
- edit new save game file, type vi new_save_game
- replace all movement costs, type (don't miss the colon): :%s /\"99\"/\"1\"/
- save changes, type (don't miss the colon): :wq
- leave console, type: exit
- load the new save game
- grab the sceptre
From what I can tell of how save games work, the movement costs will not affect the next scenario (unconfirmed at this point).
I have attached my modified save game if you're curious enough to see it work.
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- Attachments
-
- sceptre.bz2
- (48.14 KiB) Downloaded 308 times
Re: Heir to the Throne: The Sceptre of Fire (Sceptre in Lava
I suggest the following:gnurob wrote:How to you pick up the sceptre in the The Sceptre of Fire scenario of the campaign? Its directly in the middle of a lava pool.
Write down the coordinates of where the sceptre is now, and where you want it to be.
Go into options and turning off binary saves
Save Game
Open game with an editor that handles unix text files properly such as wordpad if MS Windows.
Find all occurances of the bad coordinates that relate to the sceptre and replace them wit the ones you want.
Reload the edited game and finish
-
- Posts: 99
- Joined: September 17th, 2006, 3:59 pm
- Location: the skies of atlantis
Uh, ahem...
Open the Scepter of Fire scenario config file. Look for
and replace it with
Edit: by the way, those letters probably need to be moved over to the new terrain system soon. You get a warning from the engine when you start the scenario.
An alternate fix would be to move the lava seed locations away from the scepter random locations, except 1. there is no variable access to the scepter's random location and 2. the random box in which the scepter can be placed is very large.
Another fix is the lower the earthquake frequency and hope it doesn't cover up the scepter.
Keeping lava that spills onto the walkway would need to be accompanied by unit kill code. In that case, it's similar to "Scepter of Fire" the campaign!
Open the Scepter of Fire scenario config file. Look for
Code: Select all
terrain=Xu
Code: Select all
terrain=W
An alternate fix would be to move the lava seed locations away from the scepter random locations, except 1. there is no variable access to the scepter's random location and 2. the random box in which the scepter can be placed is very large.
Another fix is the lower the earthquake frequency and hope it doesn't cover up the scepter.
Keeping lava that spills onto the walkway would need to be accompanied by unit kill code. In that case, it's similar to "Scepter of Fire" the campaign!
"Then I'd prefer you refer to it as 'The Midlands'"
If I'm supposed to fight creeping biggerism, then why is it a game feature?
If I'm supposed to fight creeping biggerism, then why is it a game feature?
One thing that Caverns of Flame (from SoF the campaign) does, which this scenario might or might not do, I'm not sure, is have places that are going to be filled with lava first turn into sand, then the next turn turn into lava. This gives players a chance to get away so their units aren't arbitrarily killed with no way to prevent it.
For I am Turin Turambar - Master of Doom, by doom mastered. On permanent Wesbreak. Will not respond to private messages. Sorry!
And I hate stupid people.
The World of Orbivm
And I hate stupid people.
The World of Orbivm
- Mythological
- Inactive Developer
- Posts: 275
- Joined: October 1st, 2005, 5:19 pm
- Location: Nowhere
Fixed : HttT : The Sceptre of Fire (Sceptre in lava)
I played the Scepter of Fire scenario 10 times to test the probability for occurrence of this bug, on hard, without using the debug mode . 2 times the scepter got into the lava before Konrad or Li'sar could take it and once the passage leading to it was cut off by the lava. Besides, several times I got units stuck in lava because the earthquake-like events have made the lava expand onto the hexes they were occupying ( btw, units finding themselves in lava do not die in HttT's Scepter of Fire because there is no event that kills them - they just get stuck in lava which looks very bad ).
Making the lava expansion unable to spread to the hexes occupied by units, to cover the scepter, to surround it or to cut off the passages to it proved impossible for me to do, taking into account the random placement of the scepter on the map. Turin's suggestion for giving waring signs about where the lava is going to expand might have worked about the units, but not about the scepter. So, I disabled the lava expansion instead.With the fix, the move to events only cause earthquakes, nothing more, and the lava stays into the initial little pools where the scepter doesn't get placed. See also https://gna.org/bugs/?9393.
To help the players who get stuck at this scenario, in addition to this post I've attached the scenario configuration file that contains fixes for both this one and another bug. You will have to replace the file with the same name in wesnoth/data/campaigns/Heir_to_the_Throne/scenarios with it
Making the lava expansion unable to spread to the hexes occupied by units, to cover the scepter, to surround it or to cut off the passages to it proved impossible for me to do, taking into account the random placement of the scepter on the map. Turin's suggestion for giving waring signs about where the lava is going to expand might have worked about the units, but not about the scepter. So, I disabled the lava expansion instead.With the fix, the move to events only cause earthquakes, nothing more, and the lava stays into the initial little pools where the scepter doesn't get placed. See also https://gna.org/bugs/?9393.
To help the players who get stuck at this scenario, in addition to this post I've attached the scenario configuration file that contains fixes for both this one and another bug. You will have to replace the file with the same name in wesnoth/data/campaigns/Heir_to_the_Throne/scenarios with it
- Attachments
-
- 17_Scepter_of_Fire.cfg
- Fixed "Scepter of Fire" scenario for 1.3.2+. It will not work with the stable ( 1.2 ) branch
- (18.47 KiB) Downloaded 320 times
Theoretically, love is great
but it is a little bit different in practice.
Riblja Čorba - "I'll break your wings, aeroplane"
Never say never
but it is a little bit different in practice.
Riblja Čorba - "I'll break your wings, aeroplane"
Never say never
-
- Posts: 99
- Joined: September 17th, 2006, 3:59 pm
- Location: the skies of atlantis
Thanks for fixing this. I just wish to point out that the original lava effect was purely cosmetic, and restricting the terrain filter to cavewall doesn't endanger the mission. The average unsuspecting player doesn't know that it's cosmetic (well, now he might) and could think the cavern is slowly filling with lava.
"Then I'd prefer you refer to it as 'The Midlands'"
If I'm supposed to fight creeping biggerism, then why is it a game feature?
If I'm supposed to fight creeping biggerism, then why is it a game feature?
- Mythological
- Inactive Developer
- Posts: 275
- Joined: October 1st, 2005, 5:19 pm
- Location: Nowhere
I understand that the original idea was that only the cave wall and noting else gets turned into lava. True, that would be good and it wouldn't mess with the scenario. But the key limiting only the cave wall turning into lava doesn't work for some reason. So the way it is set now will have to do.
Theoretically, love is great
but it is a little bit different in practice.
Riblja Čorba - "I'll break your wings, aeroplane"
Never say never
but it is a little bit different in practice.
Riblja Čorba - "I'll break your wings, aeroplane"
Never say never