Wesnoth 1.13.6
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Re: Wesnoth 1.13.6
Ravana has mentioned to me that he has attempted to have a lower AMLA xp and that it was unbalanced. With this said i still think it would be a good idea to reduce the AMLA xp slightly, even if not as much as i mentioned previously. Also as you will notice i have only suggested xp changes on some units, many lvl 2 units (like the lancer) should not have their xp reduced. However the ogre is a prime example of a unit who's xp should definitely be reduced.
Creator of: The Reign of The Lords Era,The Gnats Franken Dungeon.
Re: Wesnoth 1.13.6
Can you give more detail? Is this in mp/sp or both? what exactly doesnt work like it should?2) using a comma separated list for team_name doesn't seem to work like it should
These warning were added to notify other players when a debug command was used in multiplayer or when watching a replay. I see no reason against not showing them for the player who issues them, but note that a '!is_mp' is not sufficient because these shodul also be sown in replays. That said, i persoannaly didn't get annoyed by them yet.4) the big warnings about using debug mode commands are a good feature I guess, but they sure get annoying. Is there a way to turn them off, or at least turn down their duration?
Scenario with Robots SP scenario (1.11/1.12), allows you to build your units with components, PYR No preperation turn 1.12 mp-mod that allows you to select your units immideately after the game begins.
Re: Wesnoth 1.13.6
Would it be easier to at least get them out of SP? I find them fairly annoying and 100% useless in debugging SP.gfgtdf wrote:These warning were added to notify other players when a debug command was used in multiplayer or when watching a replay. I see no reason against not showing them for the player who issues them, but note that a '!is_mp' is not sufficient because these shodul also be sown in replays. That said, i persoannaly didn't get annoyed by them yet.
BfW 1.12 supported, but active development only for BfW 1.13/1.14: Bad Moon Rising | Trinity | Archaic Era |
| Abandoned: Tales of the Setting Sun
GitHub link for these projects
| Abandoned: Tales of the Setting Sun
GitHub link for these projects
Re: Wesnoth 1.13.6
hmm disableing them in sp is the wrong way, that's what i meant by
but note that a '!is_mp' is not sufficient because these shodul also be shown in replays
Scenario with Robots SP scenario (1.11/1.12), allows you to build your units with components, PYR No preperation turn 1.12 mp-mod that allows you to select your units immideately after the game begins.
Re: Wesnoth 1.13.6
Yes, sorry. I was a bit cryptic.gfgtdf wrote:Can you give more detail? Is this in mp/sp or both? what exactly doesnt work like it should?2) using a comma separated list for team_name doesn't seem to work like it should
I haven't played around with it much. All I know is that in my SP campaign, the player's side has
team_name=raplice
and another side has team_name=raplice,animals
, but they aren't allies in the first scenario of the campaign. I was double checking just now, and noticed that strangely, these exact same lines do make the teams allied in the second scenario (neither team is persistent; the second scenario makes two fresh teams from scratch, but uses those same two lines). Another thing I've noticed is the new
;inspect
window. It looks really nice, but is really, really slow compared to the 1.12 one. I do have quite a few events and variables, but it's the same number as I had in 1.12.The last few months have been nothing but one big, painful reminder that TIMTLTW.
Creator of Armory Mod, The Rising Underworld, and Voyage of a Drake: an RPG
Creator of Armory Mod, The Rising Underworld, and Voyage of a Drake: an RPG
Re: Wesnoth 1.13.6
Hmm maybe the team_name= is somehow changed during side setup, could you please check (for example with :inspect) whether during tzhe first scenario the team_name attribute is still the same as you specified in the scenario wml?Samonella wrote: I haven't played around with it much. All I know is that in my SP campaign, the player's side hasteam_name=raplice
and another side hasteam_name=raplice,animals
, but they aren't allies in the first scenario of the campaign. I was double checking just now, and noticed that strangely, these exact same lines do make the teams allied in the second scenario (neither team is persistent; the second scenario makes two fresh teams from scratch, but uses those same two lines).
Scenario with Robots SP scenario (1.11/1.12), allows you to build your units with components, PYR No preperation turn 1.12 mp-mod that allows you to select your units immideately after the game begins.
Re: Wesnoth 1.13.6
Ok, now I'm absolutely floored. So in the second scenario, where the teams are working like expected, the team_names are unchanged from how I wrote the code, like they should be.gfgtdf wrote: Hmm maybe the team_name= is somehow changed during side setup, could you please check (for example with :inspect) whether during tzhe first scenario the team_name attribute is still the same as you specified in the scenario wml?
In the first scenario, they have changed:
side 1's is now
side 2's is
team 3's (which was originally team_name=animals) is
This got me curious, so I changed the code; now side 2 has team_name=raplice, identical to side 1. In game, the team names are now:
team_name="Team 1"
side 2's is
team_name="Team 2"
team 3's (which was originally team_name=animals) is
team_name="Team 3"
side 1 is
side 2 is also
and side 3 is
I ran a search for [modify_side] through the campaign's entire directory, and the only 4 that exist are definitely unrelated.team_name="Team 1"
side 2 is also
team_name="Team 1"
and side 3 is
team_name="Team 2"
EDIT: I'll add that the only change I made to the side's definition when porting from 1.12 was changing
share_map
and share_view
to share_vision
. The sides were working properly in 1.12, and they don't work in 1.13 (even without changing those lines)The last few months have been nothing but one big, painful reminder that TIMTLTW.
Creator of Armory Mod, The Rising Underworld, and Voyage of a Drake: an RPG
Creator of Armory Mod, The Rising Underworld, and Voyage of a Drake: an RPG
Re: Wesnoth 1.13.6
You say this happens in your sp campaign, by that i assume that you start your campaign using the enormal sp campaign dialog right? (since the local mp campaign dialog can afaik also start sp campaigns in debug mode)
coudl you pease try to test adding
to you [campaign] and see whetehr that fixed your firts scenario? (there migth be an additional dialog appearing when starting a campaign just click though it)
coudl you pease try to test adding
Code: Select all
[options]
[checkbox]
id = hi
name = hi
description = hi
[/checkbox]
[/options]
Scenario with Robots SP scenario (1.11/1.12), allows you to build your units with components, PYR No preperation turn 1.12 mp-mod that allows you to select your units immideately after the game begins.
Re: Wesnoth 1.13.6
You assumed correct, I wasn't doing anything out of the ordinary to start the campaign.gfgtdf wrote:You say this happens in your sp campaign, by that i assume that you start your campaign using the enormal sp campaign dialog right? (since the local mp campaign dialog can afaik also start sp campaigns in debug mode)
Maybe I'm not putting it in the right spot, but i'm not getting an extra dialogue box, and the sides are unchanged. Is this the right place?gfgtdf wrote:coudl you pease try to test addingto you [campaign] and see whetehr that fixed your firts scenario? (there migth be an additional dialog appearing when starting a campaign just click though it)Code: Select all
[options] [checkbox] id = hi name = hi description = hi [/checkbox] [/options]
Code: Select all
[campaign]
id=Vengeance_of_a_Drake
rank=519
icon="units/drakes/burner.png"
name= _ "Vengeance of a Drake: an RPG"
abbrev= _ "VoaDaR"
define=CAMPAIGN_VENGEANCE_OF_A_DRAKE
first_scenario=1_Tutorial
description= _ "Under Development. Do not play."
image="data/images/units/drakes/burner.png"
[options]
[checkbox]
id = hi
name = hi
description = hi
[/checkbox]
[/options]
# Credits:
{~add-ons/Vengeance_of_a_Drake/about.cfg}
[/campaign]
The last few months have been nothing but one big, painful reminder that TIMTLTW.
Creator of Armory Mod, The Rising Underworld, and Voyage of a Drake: an RPG
Creator of Armory Mod, The Rising Underworld, and Voyage of a Drake: an RPG
Re: Wesnoth 1.13.6
Hmm no, your code is correct but it seems like there is another bug in wesnoth that [options] are not recognized there.Samonella wrote: Maybe I'm not putting it in the right spot, but i'm not getting an extra dialogue box, and the sides are unchanged. Is this the right place?
Ok pout the new code
Code: Select all
[modification]
id = hi
name = hi
type = sp
[options]
[checkbox]
id = hi
name = hi
description = hi
[/checkbox]
[/options]
[/modification]
There wil appear a checkbox at the bottom of the campoaign list check that checkbox and then start yourt campaign.
Scenario with Robots SP scenario (1.11/1.12), allows you to build your units with components, PYR No preperation turn 1.12 mp-mod that allows you to select your units immideately after the game begins.
Re: Wesnoth 1.13.6
One more thing I just stumbled across, if it makes any difference. The first scenario has an option to re-play instead of advancing to scenario 2. When I took that option, making the scenario load again, the teams were correct.
The last few months have been nothing but one big, painful reminder that TIMTLTW.
Creator of Armory Mod, The Rising Underworld, and Voyage of a Drake: an RPG
Creator of Armory Mod, The Rising Underworld, and Voyage of a Drake: an RPG
Re: Wesnoth 1.13.6
Got the check box, an extra dialogue when starting the campaign, and it looks like the teams are correct now!gfgtdf wrote:Ok pout the new code
...
at toplevel e.g outside campaign and outside any #ifdefs
There wil appear a checkbox at the bottom of the campoaign list check that checkbox and then start yourt campaign.
The last few months have been nothing but one big, painful reminder that TIMTLTW.
Creator of Armory Mod, The Rising Underworld, and Voyage of a Drake: an RPG
Creator of Armory Mod, The Rising Underworld, and Voyage of a Drake: an RPG
Re: Wesnoth 1.13.6
Ok thx for testing, i think this proves my theory on what caused the bug.
If you want to work around this issue to fix your campaogn foir 1.13.6 i recocomend just to add a dummy first scenario that contains nothing but a prestart event that advances to the real first scenario.
If you want to work around this issue to fix your campaogn foir 1.13.6 i recocomend just to add a dummy first scenario that contains nothing but a prestart event that advances to the real first scenario.
Scenario with Robots SP scenario (1.11/1.12), allows you to build your units with components, PYR No preperation turn 1.12 mp-mod that allows you to select your units immideately after the game begins.
Re: Wesnoth 1.13.6
Sounds good, thanks for your time and work!gfgtdf wrote:Ok thx for testing, i think this proves my theory on what caused the bug.
If you want to work around this issue to fix your campaogn foir 1.13.6 i recocomend just to add a dummy first scenario that contains nothing but a prestart event that advances to the real first scenario.
The last few months have been nothing but one big, painful reminder that TIMTLTW.
Creator of Armory Mod, The Rising Underworld, and Voyage of a Drake: an RPG
Creator of Armory Mod, The Rising Underworld, and Voyage of a Drake: an RPG
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Re: Wesnoth 1.13.6
We already did that, and not that long ago either. AMLAs are supposed to be difficult to reach, and originally, they were all set at 150. The reason they were eventually changed to the level x 50 was more to make the XP bars a reasonable length than to change the balance. They are still supposed to be more difficult to reach than an ordinary level up.The_Gnat wrote:consider changing the xp of level 2 units that have reached maximum level.
Campaigns: Dead Water,
The Founding of Borstep,
Secrets of the Ancients,
and WML Guide
The Founding of Borstep,
Secrets of the Ancients,
and WML Guide