A Vision Blinded (15 scenarios, all complete and working)

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minemax
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Re: A Vision Blinded (15 scenarios, all complete and working

Post by minemax » October 23rd, 2014, 10:19 am

A good campaing. I liked playing it very much, really, but the level "For the checkmate" was too much for me.

dalan94
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Re: A Vision Blinded (15 scenarios, all complete and working

Post by dalan94 » December 6th, 2014, 4:18 pm

I have two issue for "A vision blinded" in wesnoth 1.12
First of all it is not on the add-ons repository.
Secondly there is a warning on the "Emerging from the Depths" scenario:
The key 'target' is deprecated and support will be removed in version 1.13.0

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Chief_Chasso
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Re: A Vision Blinded (15 scenarios, all complete and working

Post by Chief_Chasso » December 6th, 2014, 4:29 pm

Hi dalan94, I just wanted to jump in here- it appears the current maintainer, Adamant14, has been away, but I'm sure he'll respond. But I don't think this campaign was ever ported to 1.12, so it won't be on the add-ons list and there may be depreciated tags.

I'd be willing to port this campaign, but I'll have to ask Adamant14. :)
SP Campaign: Rally For Roanic

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Adamant14
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Re: A Vision Blinded (15 scenarios, all complete and working

Post by Adamant14 » December 6th, 2014, 7:57 pm

The campaign works fine with 1.12, so I've uploaded it to the 1.12 server.

A Vision Blinded is available now also on the 1.12 server.

I've replaced all depreciated [target] tags by the [goal] tag.

@ Chief_Chasso:
If you like to become the new maintainer of AVB, then just let me know. :)



The [feedback] tag in the _server.pbl troubles me. :doh:
I don't get it, the damn link still won't work.
Can somebody help me please?

I guess this should work, but it doesn't:

Code: Select all

[feedback]
    topic_id=f=8&t=23463
[/feedback]
Author of Antar, Son of Rheor: SP Campaign


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James_The_Invisible
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Re: A Vision Blinded (15 scenarios, all complete and working

Post by James_The_Invisible » December 6th, 2014, 9:09 pm

It should be just:

Code: Select all

[feedback]
        topic_id=23463
[/feedback]
(that is the number after t=)

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Adamant14
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Re: A Vision Blinded (15 scenarios, all complete and working

Post by Adamant14 » December 6th, 2014, 9:15 pm

Thanks, I've changed that, but it still seems not to work.

Code: Select all

translate=yes
type="campaign"
version="1.0.5"

[feedback]
    topic_id=23463
[/feedback]
Author of Antar, Son of Rheor: SP Campaign


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James_The_Invisible
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Re: A Vision Blinded (15 scenarios, all complete and working

Post by James_The_Invisible » December 7th, 2014, 3:44 pm

Did you upload the campaign again after changing your .pbl file? The address on the server will not change without doing it.

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Adamant14
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Re: A Vision Blinded (15 scenarios, all complete and working

Post by Adamant14 » December 7th, 2014, 5:11 pm

Yes, I did.
And one more time I did it today, but it still don't work.

The result is: http://forums.wesnoth.org/viewtopic.php ... bba0ba67f9
Author of Antar, Son of Rheor: SP Campaign


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doofus-01
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Re: A Vision Blinded (15 scenarios, all complete and working

Post by doofus-01 » December 7th, 2014, 5:41 pm

I looked at some other recently uploaded add-ons with feedback links, and they all looked normal, so it is probably not a Wesnoth bug, though who knows. Do you have some strange formatting codes or maybe an interfering back-up file? Maybe you could post your .pbl file (without pass-phrase).
BfW 1.12 supported, but active development only for BfW 1.13/1.14: Bad Moon Rising | Trinity | Archaic Era |
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Adamant14
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Re: A Vision Blinded (15 scenarios, all complete and working

Post by Adamant14 » December 7th, 2014, 5:51 pm

Now it works.
I have no idea why, I just loaded it up another time (without changing anything), and it works. :hmm:

Thank you for your help.
Last edited by Adamant14 on December 8th, 2014, 5:20 am, edited 2 times in total.
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madformadrigals
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Re: A Vision Blinded (15 scenarios, all complete and working

Post by madformadrigals » December 30th, 2014, 1:47 pm

Just finished this campaign on normal and what fun it was! I also love the elves and any campaign that gives you the chance to get 7+ elvish slyphs is one I can definitely get behind! They are just so awesome! I found it to be generally well balanced, although of course the elvish sylphs always unbalance a campaign, since they just point and kill pretty much anything, particularly undead. Thanks so much for coding and publishing!

A few comments:
I found the one where you were surrounded and had to survive no problem at all, since you can just hide in the mountains, but reading through the comments here, so consider that cheating... oh well - I thought I was just being clever!

The last scenario I found endlessly annoying. I left my Wose hiding in the woods whilst I wiped out all the enemies with my sylphs, only to find that I needed to kill the leader with him. That left me with a lot of ground to cover, and the re-spawned leader had a habit of suiciding himself, which was deeply irritating. In the end, I had to pin him to the wall with some sylphs (whom he didn't seem to want to attack) and wait for ages so that my wose could catch up. A bit of an anti-climax.

In general, it would have been nice to have had a little bit more variation with the maps - I found that it was often one large open map after another, and that gets tiring after a while. A few more underground ones would have been welcome, I think.

Anyway, great campaign and thank you!

dalan94
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Re: A Vision Blinded (15 scenarios, all complete and working

Post by dalan94 » March 15th, 2015, 2:20 pm

I finished the french translation. I would be available soon.

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tamanegi
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Re: A Vision Blinded (15 scenarios, all complete and working

Post by tamanegi » August 28th, 2015, 3:09 pm

Hi. I translated this campaign into japanese(ja). Would you add this translation in the next release? :D
ja.zip
japanese translation
(49.27 KiB) Downloaded 77 times
Minor issue:
In 06_Emerging_from_the_Depths, moveto (19,2) gives me 79g, 129g, or 179g depending current money + 79g. I suppose the latter, 79g independent of current money (without any messages) should be removed...
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Adamant14
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Re: A Vision Blinded (15 scenarios, all complete and working

Post by Adamant14 » August 30th, 2015, 8:53 am

tamanegi wrote:Hi. I translated this campaign into japanese(ja). Would you add this translation in the next release? :D
Done, thank you for the translation.
tamanegi wrote: I suppose the latter, 79g independent of current money (without any messages) should be removed...
I don't understand what exactly you mean. Why do you think the message should be removed?
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tamanegi
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Re: A Vision Blinded (15 scenarios, all complete and working

Post by tamanegi » August 30th, 2015, 10:29 am

EDIT: thank you for quick uploading :D But the path contains one additional ja directory. (translations/ja/ja/LC_MESSAGES) Please remove one of them!

Sorry for my ambiguous comment... I wanna say a strange gold tag should be removed.
I extracted the event from 06_Emerging_from_the_Depths.cfg. (single "<--" mark is added)

Code: Select all

     [event]
        name=moveto
        [filter]
            x=19
            y=2
            side=1
        [/filter]
        [sound]
            name=gold.ogg
        [/sound]
        [store_gold]
            side=1
            variable=elfs_gold
        [/store_gold]
       [if]
            [variable]
                name=elfs_gold
                greater_than=180
            [/variable]
            [then]
                [message]
                    speaker=narrator
                    image="wesnoth-icon.png"
                    message= _ "You retrieve 79 pieces of gold!"
                [/message]
                [gold]
                    side=1
                    amount=79
                [/gold]
            [/then]
        [/if]
        [if]
            [variable]
                name=elfs_gold
                greater_than=90
            [/variable]
            [variable]
                name=elfs_gold
                less_than=181
            [/variable]
            [then]
                [message]
                    speaker=narrator
                    image="wesnoth-icon.png"
                    message= _ "You retrieve 129 pieces of gold!"
                [/message]
                [gold]
                    side=1
                    amount=129
                [/gold]
            [/then]
        [/if]
        [if]
            [variable]
                name=elfs_gold
                less_than=91
            [/variable]
            [then]
                [message]
                    speaker=narrator
                    image="wesnoth-icon.png"
                    message= _ "You retrieve 179 pieces of gold!"
                [/message]
                [gold]
                    side=1
                    amount=179
                [/gold]
            [/then]
        [/if]
        [gold]  <-- 
            side=1
            amount=79
        [/gold]
        [remove_item]
            x=19
            y=2
        [/remove_item]
        {CLEAR_VARIABLE elfs_gold}
    [/event]
In the first part, I can get 79 or 129 or 179 gold with a message, they are clear and fine. But just after closing if tag, there is another gold tag (side=1 amount=79; marked with <--) regardless of the current gold. This 79 gold seems to be strange and I think this gold tag should be removed.
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It is true that we cannot be free from bugs, but at least let our bugs not always the same...
A Group in a War: my first campaign, An Independence War: and the sequel

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