[Historical] Legend of Wesmere (add-on version)
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Re: Release version 1.5.4
thanks fabi
than I only get cleodil and 20 gold and can't recall any unit.
And there's no Kalenz and no Landar
Are they totally invisible
worksfabi wrote:
- elder mage unit no longer missing
yes until scenario 16 "The King must die"fabi wrote:
- should at least be playable to scenario 12
than I only get cleodil and 20 gold and can't recall any unit.
And there's no Kalenz and no Landar
Are they totally invisible
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Re: Legend of Wesmere-Elvish(Kalenz) Campaign
You cannot recall in The King must die(this is a job for kalenz and Landar alone). However, they should not be immediatey invisible, not until they drink the potion. So to sum up:
-no recalls : normal
-no Kalenz and Landar: not ok
-no recalls : normal
-no Kalenz and Landar: not ok
Re: Legend of Wesmere-Elvish(Kalenz) Campaign
The issue is that Cleodil is used as the leader, but without Kalenz's save_id, the recall list and thus, kalenz and landar, don't show up.
Re: Legend of Wesmere-Elvish(Kalenz) Campaign
sometimes if I reload a autosave I can recall
and I have every unit 2 or 4 times in my list
I even killed the king with a Sylphide
but Kalenz wasn't there to return to the forrest
and the text in the beginning of this scenario doesn't have a black background
so its unreadable
and I have every unit 2 or 4 times in my list
I even killed the king with a Sylphide
but Kalenz wasn't there to return to the forrest
and the text in the beginning of this scenario doesn't have a black background
so its unreadable
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Re: Legend of Wesmere-Elvish(Kalenz) Campaign
In short: Please hold until we fix this. Meanwhile, thanks for the bug report
Re: Legend of Wesmere-Elvish(Kalenz) Campaign
Michote, do you play with the svn version, which is likely more broken,
or do you use the 1.5.4 release from the add-on server?
edit: If you use svn, which version was the campaign at when you played it? This should be a number around 1450 that is displayed
when you type:
The same question for the Wesnoth game itself.
edit2:
For some reason (or a bug) the story parts that have a story="blah blub" and a show_title=yes do not add that darkening layer on the background images where the text is displayed. A workaround is to add a extra story part that displays the scenario name with show_title but has no story text. I haven't done this to all scenarios jet.
Greetings, Fabi
or do you use the 1.5.4 release from the add-on server?
edit: If you use svn, which version was the campaign at when you played it? This should be a number around 1450 that is displayed
when you type:
Code: Select all
svn info
The same question for the Wesnoth game itself.
edit2:
There is a story part missing.and the text in the beginning of this scenario doesn't have a black background
so its unreadable
For some reason (or a bug) the story parts that have a story="blah blub" and a show_title=yes do not add that darkening layer on the background images where the text is displayed. A workaround is to add a extra story part that displays the scenario name with show_title but has no story text. I haven't done this to all scenarios jet.
Greetings, Fabi
Re: Legend of Wesmere-Elvish(Kalenz) Campaign
svnversion , actually. SVN Info's output may be confusing for users.fabi wrote:Michote, do you play with the svn version, which is likely more broken,
or do you use the 1.5.4 release from the add-on server?
edit: If you use svn, which version was the campaign at when you played it? This should be a number around 1450 that is displayed
when you type:Code: Select all
svn info
Author of the unofficial UtBS sequels Invasion from the Unknown and After the Storm.
Re: Legend of Wesmere-Elvish(Kalenz) Campaign
I used 1.5.4 from the ad-on server
an wenoth 1.5.3 compiled from the Development release source on a Ubuntu machine.
EDIT: I compiled wesnoth 1.5.4 yesterday and used the latest svn of the campaign
(I used my 1.5.3 saves)
nice new map, but I think the Goblin Knights are much too fast
they get me every turn.
Its nearly impossible to escape.
But I killed the king and got once again
in scenario 17.
an wenoth 1.5.3 compiled from the Development release source on a Ubuntu machine.
EDIT: I compiled wesnoth 1.5.4 yesterday and used the latest svn of the campaign
(I used my 1.5.3 saves)
nice new map, but I think the Goblin Knights are much too fast
they get me every turn.
Its nearly impossible to escape.
But I killed the king and got once again
Code: Select all
Invalid starting position (-999,-999) for the leader of side 5.
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Re: Legend of Wesmere-Elvish(Kalenz) Campaign
Michote,
ok, can you post a savegame from The King must die?
I'm playtesting everything again and I'm not there yet!
Thanks again
Fabi and everyone else:
1) I did an update last night to get I think version 1552
and noticed in the first scenario that the southern orc only recruits one unit per turn and does not venture too far either.
He keeps recruiting one unit until I jump into his keep, in which case he fills it. This means it is not a recruitment pattern thing.
I'll check the changes because this is not supposed to happen.
Can anyone confirm if they also get this behavior?
We can up the aggression from 0.75 to 1, but I doubt this is the problem.
This was done with 1.5 BfW version. I'll try 1.5.4
2) Velon's last words:
I toyed with:
id=Velon
message= _ "There goes the last of the line of the Ilyrens, leaders of the Ipanesok elves!"
and
message= _ "Good luck Kalenz, you are my people's last hope!"
but didn't like them, reminds me of movies, (sort of inspired by, which I dislike because it is not original enough for my taste).
So the best I could come up with was something like:
message= _ "Lead them on, Kalenz!"
which is more realistic(one does not make long speeches when dying) and
looks original to me (at least I do not recall having seen this before).
How does that look?
ok, can you post a savegame from The King must die?
I'm playtesting everything again and I'm not there yet!
Thanks again
Fabi and everyone else:
1) I did an update last night to get I think version 1552
and noticed in the first scenario that the southern orc only recruits one unit per turn and does not venture too far either.
He keeps recruiting one unit until I jump into his keep, in which case he fills it. This means it is not a recruitment pattern thing.
I'll check the changes because this is not supposed to happen.
Can anyone confirm if they also get this behavior?
We can up the aggression from 0.75 to 1, but I doubt this is the problem.
This was done with 1.5 BfW version. I'll try 1.5.4
2) Velon's last words:
I toyed with:
id=Velon
message= _ "There goes the last of the line of the Ilyrens, leaders of the Ipanesok elves!"
and
message= _ "Good luck Kalenz, you are my people's last hope!"
but didn't like them, reminds me of movies, (sort of inspired by, which I dislike because it is not original enough for my taste).
So the best I could come up with was something like:
message= _ "Lead them on, Kalenz!"
which is more realistic(one does not make long speeches when dying) and
looks original to me (at least I do not recall having seen this before).
How does that look?
Re: Legend of Wesmere-Elvish(Kalenz) Campaign
EDIT: In Rev. 1571 I get the "unknown scenario error" on scenarios 1, 16, 17.
- Attachments
-
- LOW-Breaking_the_siege.gz
- here I get the "Invalid starting position (-999,-999) for the leader of side 5."
- (10.55 KiB) Downloaded 259 times
-
- LOW-The_King_must_die.gz
- (16.38 KiB) Downloaded 268 times
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Release version 1.5.5
New release on the add-on server.
Changelog:
Changelog:
- more story scenarios with high resolution portraits
- scenario 16 is playable but not balanced
- scenario 17 should be playable
- some bug fixes
- every scenario should at least be startable
- compatible with wesnoth 1.5.4
- Incompatible with wesnoth 1.5.3
Re: Legend of Wesmere-Elvish(Kalenz) Campaign
nice
I reached 21_Elvish_Assassins now.
there is an recruit error
EDIT: in the begining of 23_End_of_War there's the map of the story missing
I reached 21_Elvish_Assassins now.
there is an recruit error
EDIT: in the begining of 23_End_of_War there's the map of the story missing
- Attachments
-
- LOW-Elvish_Assassins-Autospeichern1.gz
- (25.42 KiB) Downloaded 270 times
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Re: Legend of Wesmere-Elvish(Kalenz) Campaign
Reading the savefile, it looks like you can recruit berserkers?
Are you sure you're playing the most recent version with wesnoth 1.5.4 or later?
Are you sure you're playing the most recent version with wesnoth 1.5.4 or later?
Re: Legend of Wesmere-Elvish(Kalenz) Campaign
You can recruit berserkers in low from the time on when Olurf joins you.AI wrote:Reading the savefile, it looks like you can recruit berserkers?
Are you sure you're playing the most recent version with wesnoth 1.5.4 or later?
I forgot to take away that feature after Landar annoyed the dwarves because I didn't imagine
the player could be able to recruit a second level unit.
I'm not sure if Santi wanted the player to be able to recruit berserkers, if he agrees I will disable the recruitment of berserkers.
edit:
Dankeschön Michote,michote wrote:I reached 21_Elvish_Assassins now.
there is an recruit error
this is only a warning but it is fixed for the next release.
Have you been able to win and enjoy scenario 16 "The King must die" without cheating?
Fabi
Re: Legend of Wesmere-Elvish(Kalenz) Campaign
The idea was that once Olurf joins you(after the first council scenario), you can recruit any dwarvish unit he can and that includes berzerkers. It also rhymes well with the comic relief dialog with Landar in Elves Last Stand when Olurf arrives and mentions the drinks, which "explains why they're so recless in battle".
That said, in my experience berserkers are NOT useful in this campaign;
there are no pinch points that you need to break through. Still I usually favor giving the user the choice, which among other things means one can learn from one's mistakes and learn what units to choose in given situations.
In any case, you should NOT be able to recruit ANY dwarvish units after Hour of Glory. Initially there was a
That said, in my experience berserkers are NOT useful in this campaign;
there are no pinch points that you need to break through. Still I usually favor giving the user the choice, which among other things means one can learn from one's mistakes and learn what units to choose in given situations.
In any case, you should NOT be able to recruit ANY dwarvish units after Hour of Glory. Initially there was a
section which ensured that.[kill]
race=dwarf
[/kill]