1.12 SP Campaign, Fate of a Princess (& Northern Forces)

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SkyOne
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Re: (1.10 &) 1.11 SP Campaign, Fate of a Princess

Post by SkyOne » October 26th, 2013, 8:48 am

Hello again,

Version 1.3.0 has just been uploaded on 1.11 server.
The reason why the version number is not 1.2.10 at this time is that:
- the weapon of Caravan unit is back to “matchlock (gun)”, instead of “whip”
- race=fairy is now “race=snow fairy” (actually, this had been supposed to be...)
Even crossing with FoaP version 1.2.x, either one of above does not carry a major error on recent BfW. But the race-name (snow fairy) does not show in the case (but it occurs only after scenario 19, Eishem).

The cause of the error message that I mentioned at the beginning of the previous post was still in the campaign on the Caravan unit file. It has been fixed on this edition.

others:
- modified scenarios; 03 Traveling North (made the map wider and delayed the Ogres’ appearance), 05b Mysterious Cave (map modification and made the things happen more)
- slight touches; 08 Battle of Dorest, 09 Common Enemy, 24 Striking Back
- polished the travel routes on BG-map, especially on the titlescreen-map
- added one each of unit-sprites for the unit-animations on Rogue Mage line and Caravan unit
- Snow Fairies’ defense on Hills and Mountains, 30 --> 40 (70% --> 60%)

----------
EDIT:
It seems this campaign doesn't work on BfW 1.11.7... Please hold on a few days. I have been working on it.


EDIT:
- version 1.3.1 has been on 1.11 server since Nov, 20th

This version works on BfW 1.11.7, but not sure any early versions of BfW. So 1.11.7 (or higher) version has been recommendable to play this campaign since this edition.

Some scenarios, maps, and unit images/files have been updated.
Also,
Drake Lord’s HP, 72 --> 76
Royal Sorceress’s melee attack, arcane --> impact
---------------

EDIT on Dec, 1st.
Minor issue: the units submerge just like on the water terrain on the hanging bridges of scenario 3 Traveling the North. It will be fixed on the next edition.
And some scenarios, such as 09 Common Enemy, 14 In the Swamp, etc.., will be balanced better on the next edition when playing on BfW 1.11.7.


thanks
Fate of a Princess/feedback thread: "What is in own heart that is the most important, not who you are."
Drake Campaign: Brave Wings/feedback thread, Naga Campaign: Return of the Monster, Saurian Campaign: Across the Ocean
Northern Forces - now on 1.12 server

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SkyOne
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Re: (1.10 &) 1.11 SP Campaign, Fate of a Princess

Post by SkyOne » December 8th, 2013, 7:26 am

Well, I edited the previous post first, but letting the co-authors and the translators know, I should have probably posted new one.

version 1.3.2 has been on 1.11 server since Dec, 7th.
As I mentioned, some scenarios were not really balanced on BfW 1.11.7 because of AI performance-change on the default of 1.11.7. This version has improved the part.

The scenarios I worked at this time were:
07 Forbidden Ambition, 09 Common Enemy, 14 In the Swamp, 15 Dwarvish Warden, and 20 Ice Monster.
The others seems fine.

And a couple of the words in the dialogues still mentioned about old geography, so edited it. Those are:
Spoiler:

-----------------

Version 1.3.3 has been on the 1.11 server since Jan, 6th 2014.
Since this version, required BfW version of this campaign has been changed to 1.11.8 (or later) although it works on BfW 1.11.7. Actually, playing only the first two scenarios should be on 1.11.8 (because of a bug of [micro_ai] wolves), the others are fine on 1.11.7. The changes are mostly just the installations of the [micro_ai] in this update.

modified scenarios in this update:
01 Time to Leave: - installing [micro_ai] wolves and the following code
02 Escaping from Wesnoth: - the same as above
06 Capturing Dorest: - changing the time of the days
08 Battle of Dorest: - installing [micro_ai] healer support on an enemy side
23 Zluld’s Last Stand: - installing [micro_ai] healer support on the allied side
24 Striking Back: the same as above
---------

EDIT:
Version 1.3.4 has been on the 1.11 server since Feb, 5th.
The changes have been posted here: - http://forums.wesnoth.org/viewtopic.php ... 84#p566684
---------

EDIT:
Version 1.3.5 has been on the 1.11 server since Feb, 10th.
This is a bug fixed version of 1.3.4. The changes are here: - http://forums.wesnoth.org/viewtopic.php ... 03#p566703
---------

EDIT:
Version 1.3.6 has been on the 1.12 server since Mar, 6th.
The changes from version 1.3.5 are here: http://forums.wesnoth.org/viewtopic.php ... 44#p567744


thanks
Fate of a Princess/feedback thread: "What is in own heart that is the most important, not who you are."
Drake Campaign: Brave Wings/feedback thread, Naga Campaign: Return of the Monster, Saurian Campaign: Across the Ocean
Northern Forces - now on 1.12 server

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SkyOne
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Re: 1.11/1.12 SP Campaign, Fate of a Princess

Post by SkyOne » March 31st, 2014, 3:44 pm

Version 1.3.7 has been on 1.12 server since hours ago.

The changes:
• installing Custom AI
-- this is actually from my other campaign, that has not been published yet, and AI files were built by mattsc. On default 1.12, MAI messenger_escort works just for the whole-side, but it will work for each unit on BfW 1.13. That feature has been installed on this edition of 23 Zluld's Last Stand and 24 Striking Back scenarios. A couple of other MAI (guardians) has also been installed on 24 Striking Back scenario since this edition, but it is normal ones, not the customs.

• map modifications
-- the map files of 12 Queen Eämeral and 23 Zluld's Last Stand have slightly been modified. It means that Elengavion (Castle) was modified. Therefore, a couple of elven villages had to be specified as custom terrains.

• polished unit images
-- these are just slight touches of Noble Avenger, Southern Savage, and Southern Warmaster images.

• name-changes
-- correcting unit-names had been planed when it was uploaded on 1.12 server. But I forgot it. This is a minor thing, though:

Meon (Horseman) --> Galen
Veomyr (Horseman) --> Maxmillian
Ysyclyn (originally Thug, but recently Heavy Infantryman) --> Veomyr

• attacking damage of the Caravan unit
-- it is "12", instead of "14", on this edition, but it is possible that I changed it on the previous version, 1.3.6.

• story-images
-- I thought I had installed them on 23 Zluld's Last Stand and 24 Striking Back scenarios already, but I had not. So I did it on this edition. Just the default ones, though.


In the future, I may create the BG-map just for this campaign because default titlescreen map, that has been used in the part one, is for HttT, so there is no Halstead on it, and Soradoc is not built yet in 200YW, I think.


thanks
Fate of a Princess/feedback thread: "What is in own heart that is the most important, not who you are."
Drake Campaign: Brave Wings/feedback thread, Naga Campaign: Return of the Monster, Saurian Campaign: Across the Ocean
Northern Forces - now on 1.12 server

AI
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Re: 1.11/1.12 SP Campaign, Fate of a Princess

Post by AI » April 11th, 2014, 1:59 pm

The wescamp script gives the following output about your campaign:

Code: Select all

[WARNING 2014-04-11 13:02:10,781]
pot-update in addon Fate_of_a_Princess:
expected closed node 'side' got 'ai' at ./Fate_of_a_Princess/scenarios/11_Broken_Treaty.cfg:89 at /home/ai/bin/wmlxgettext line 179, <FILE> line 89.
non-empty node stack at end of ./Fate_of_a_Princess/scenarios/11_Broken_Treaty.cfg at /home/ai/bin/wmlxgettext line 203, <FILE> line 445.
WML seems invalid for ./Fate_of_a_Princess/scenarios/11_Broken_Treaty.cfg, node info extraction forfeited past the error point at /home/ai/bin/wmlxgettext line 210.
That's because there's a missing newline between the [ai] tag and the recruitment_pattern.

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SkyOne
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Re: 1.11/1.12 SP Campaign, Fate of a Princess

Post by SkyOne » April 13th, 2014, 5:46 pm

Thank you, AI.
I have just uploaded the fixed version (hopefully), 1.3.8, on 1.12 server.

There was another bug on the previous version, 1.3.7: - the new AI files did not correspond with this campaign. The error messages showed on 23 Zluld's Last Stand and 24 Striking Back scenarios. It is a kind of emergency-fixed, but the error messages are supposed to be removed on this new edition.

Another variation that advances from Snow Shaman units has also been added on this edition. But I was in a hurry because of the bug above, so the colors of the units, Frost Guardian and Lady Blizzard, are a bit too dark.

The schedules on 19 Eisheim and 20 Ice Monsters have been changed to the Winter, and the time starts form DUSK. Also, on 20 Ice Monsters scenario, one each of INCOME has been added on each difficulty level of side=1, and two each of the turns have been added. ( 28, 24, 20 --> 30, 26, 22)


thanks
Fate of a Princess/feedback thread: "What is in own heart that is the most important, not who you are."
Drake Campaign: Brave Wings/feedback thread, Naga Campaign: Return of the Monster, Saurian Campaign: Across the Ocean
Northern Forces - now on 1.12 server

AI
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Re: 1.11/1.12 SP Campaign, Fate of a Princess

Post by AI » April 14th, 2014, 2:00 pm

SkyOne wrote:Thank you, AI.
I have just uploaded the fixed version (hopefully), 1.3.8, on 1.12 server.
It's fixed.

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SkyOne
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Re: 1.11/1.12 SP Campaign, Fate of a Princess

Post by SkyOne » April 17th, 2014, 3:31 pm

AI wrote:
SkyOne wrote:Thank you, AI.
I have just uploaded the fixed version (hopefully), 1.3.8, on 1.12 server.
It's fixed.
Glad to hear it. Thank you so much for working the translations.:)


Anyway, only four days past, but version 1.3.9 has been uploaded on 1.12 server.

The changes:
- since this update, German translation, translated by ossi1970, has been installed.
- some bugs that appeared on the last couple of versions, including unit images, have been fixed, and the AI files are probably corresponded as well on this edition.
- the MAI - guardians have been installed on side=2 ally of 14 In the Swamp scenario, and the MAI - hang out on a few units of side=3 enemy of 06 Capturing Dorest scenario. The swamp encampment terrain has also been installed on the scenario.
- a few of unit animations has been polished.

Crossing with the previous version is just fine.


thanks
Fate of a Princess/feedback thread: "What is in own heart that is the most important, not who you are."
Drake Campaign: Brave Wings/feedback thread, Naga Campaign: Return of the Monster, Saurian Campaign: Across the Ocean
Northern Forces - now on 1.12 server

Eugen
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Re: 1.11/1.12 SP Campaign, Fate of a Princess

Post by Eugen » May 3rd, 2014, 10:49 am

Bug report:
Scenario 9 (Common Enemy) doesn't even start, because somehow Jil and other loyal units (Addrenyc, Galen, Maxmillian, Convan) don't appear on the map, so you lose immediately.

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SkyOne
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Re: 1.11/1.12 SP Campaign, Fate of a Princess

Post by SkyOne » May 3rd, 2014, 3:04 pm

Eugen wrote:Bug report:
Scenario 9 (Common Enemy) doesn't even start, because somehow Jil and other loyal units (Addrenyc, Galen, Maxmillian, Convan) don't appear on the map, so you lose immediately.
Thank you for reporting, Eugen.
Sorry for the bug. It seems something has been changed after 1.11.7 that is the last BfW version I tested running the scenario. Seems like scenarios cannot be ended without "canrecruit=yes", anymore. So you need to run from the previous scenario that is "The Battle of Dorest" to continue to play through it as well (sorry). These are the fixed ones:
08_Battle_of_Dorest.cfg
(25.19 KiB) Downloaded 182 times
09_Common_Enemy.cfg
(25.97 KiB) Downloaded 173 times
(just need to drag into "add-ons/Fate_of_a_Princess/scenarios")

But if you don't want to play "The Battle of Dorest" scenario anymore, you can use this scenario:
modified-BoD-scenario.zip
(6.27 KiB) Downloaded 176 times
This one ends the scenario before the first turn, then moves to the next one. "The Common Enemy" scenario is the last of the part one, anyway.


I will upload the fixed version to 1.12 server in a couple of days...
Fate of a Princess/feedback thread: "What is in own heart that is the most important, not who you are."
Drake Campaign: Brave Wings/feedback thread, Naga Campaign: Return of the Monster, Saurian Campaign: Across the Ocean
Northern Forces - now on 1.12 server

Eugen
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Joined: April 7th, 2011, 6:03 am

Re: 1.11/1.12 SP Campaign, Fate of a Princess

Post by Eugen » May 3rd, 2014, 4:27 pm

Thank you very much, SkyOne :)

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Re: 1.11/1.12 SP Campaign, Fate of a Princess

Post by iceiceice » May 4th, 2014, 12:57 am

Hi SkyOne,

mattsc pointed out this thread to me, so I'll try to explain what changes he (and I) believe your issue mentioned above may be related to.

In wesnoth 1.10 and up to 1.11.12, sides had 6 possible controllers.
human
ai
human_ai
network
network_ai
empty

We decided to get rid of human_ai and merge it with ai, because they seemed in all cases the same, and nobody could really understand what the distinction was. Some functions would set things to human_ai, some to ai, some to network_ai. After the changes, sides should pretty much always be human, ai, network, network_ai, or empty at the appropriate times. (However, it is still not a good idea to read controller types in WML, as they will be different on different machines and thus an OOS source, and may change without warning if the scenario is saved and reloaded for example. Checking if it is empty is safe. Using it more generally with synchronize_choice might be okay but no promises. The purpose of the change was to make it easier for wesnoth to successfully reload games, esp. mp campaigns, and not really to encourage UMC to use this attribute.)

(relevant changelog entry: https://github.com/wesnoth/wesnoth/blob ... gelog#L108)

This went off largely without a hitch, except that it caused some leaderless ai test scenarios to start ending too early. The reason was that there is a function "is_observer" which would be true if there are no human or human_ai sides, but false otherwise, thus making a distinction between human_ai and ai. (The only one of which I am aware.) In current versions of wesnoth it properly detects whether or not there are any locally controlled sides.

This distinction can only affect scenarios with "victory_when_enemies_defeated=no" as far as whether or not the level ends, as far as I know.

It turned out that the ai scenarios were only working because "is_observer" was registering as true, i.e., wesnoth was treating it as though they were a multiplayer observer. This meant that with "victory_when_enemies_defeated = no", the scenario would never be ended like a normal campaign scenario.

We fixed these ai scenarios by introducing an attribute of [side], "fight_on_without_leader". This flag causes a side not to be considered defeated as long as it controls any units. When the flag is false (the default), sides are defeated when they no longer have a leader (a unit with canrecruit=yes). This wasn't strictly necessary to fix the scenarios, but the alternative would have been hiding a leader in the corner somewhere or something hacky like this.

(relevant changelog entry: https://github.com/wesnoth/wesnoth/blob ... ngelog#L78)

In the spoiler I'm going to put a precise explanation of exactly what the victory conditions are right now. Let me know if you have any questions.
Spoiler:
Just FYI,
iceiceice

Edit: BTW thanks for helping to test 1.12 :)

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Dugi
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Re: Legend of the Invincibles

Post by Dugi » May 4th, 2014, 8:15 am

(Dugi: I moved this post to keep all this stuff together. --iceiceice)

Thanks for the information.

So you mean that you've made a change that prevents the side from being saved if its leader was put on the recall list? You can't just check also the recall list when checking if the side has a leader or that would cause more trouble?
Last edited by iceiceice on May 4th, 2014, 1:58 pm, edited 1 time in total.
Reason: Added note to author about the post move.

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Re: 1.11/1.12 SP Campaign, Fate of a Princess

Post by iceiceice » May 4th, 2014, 2:09 pm

Dugi wrote: Thanks for the information.

So you mean that you've made a change that prevents the side from being saved if its leader was put on the recall list? You can't just check also the recall list when checking if the side has a leader or that would cause more trouble?
Hmm, so Dugi, I looked at the commit history for the file (src/play_controller.cpp), I think that actually my change was not responsible for this, it might actually have been this earlier commit in 1.11.7:

https://github.com/wesnoth/wesnoth/comm ... c159d11480

This commit made a change that when a side is defeated, they get removed from the carryover info. In that commit, the change was based on the "has_leader" flag, but it was later determined on irc that that might not be so reliable, so in my commit I changed it to just be "leader found". I tried to make a clean refactor otherwise, and except for adding the "fight_on..." flag.

https://github.com/wesnoth/wesnoth/comm ... bf0e6a17b5

Unfortunately it is rather difficult for us to test the consequences of changes like this, which is why we have to exercise caution when refactoring ancient functions like this... if you see that we broke something or broke compatibility unnecessarily, or some serious problem like this, it is quite possible IMO that we might revise this again, as I don't think we have finished testing this consequences of this in all of the mainline campaigns even yet.

But also note that the earlier commit has this note:
thunderstruck wrote: Remove a side from carryover on all of its leaders loss.
These changes allow to pass a correct information about sides to
mp::connect.

Can be turned off by adding "remove_from_carryover_on_leaders_loss=no".
Actually I would even say you would be welcome to submit a pull request if you would like, and we would at least take it into consideration esp. if it fixes a bug or oversight. Here's a pull request I made with a change that I contemplated but I was intending to save for later if we weren't going to change this function anymore: https://github.com/cbeck88/wesnoth/comm ... 8c370e9a89

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SkyOne
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Re: 1.11/1.12 SP Campaign, Fate of a Princess

Post by SkyOne » May 5th, 2014, 3:09 pm

iceiceice wrote:Hi SkyOne,

mattsc pointed out this thread to me, so I'll try to explain what changes he (and I) believe your issue mentioned above may be related to.

In wesnoth 1.10 and up to 1.11.12, sides had 6 possible controllers.
human
ai
human_ai
network
network_ai
empty

We decided to get rid of human_ai and merge it with ai, because... (ellipsis)
Hi iceiceice,

Thank you so much for all the explanations. Glad to hear it is not a bug.
Also, I appreciate mattsc to point it out on this thread.:)


So the fixed version, 1.3.10, has been uploaded on 1.12 server.

There has also been some other changes since the last version, 1.3.9:
- the attack animations of custom Drakes have been polished (finally)
- the melee attack of new units, Frost Guardian and Lady Blizzard, changed from "quarterstaff" to "frost staff", so the attack-icon and unit images are changed a bit. The damages and the attack type are the same, though.
- the first five scenarios, "01 Time to Leave" to "04 A Man, an Elf, and a Diary", have been polished. Maybe, the scenario balances on them slightly changed, but not much.
- fixed the [filter] of the last breath events for new loyal units, Maxmillian and Galen.


Except the attack-icon, the frost staff, does not show after scenario 20, Ice Monsters, crossing with the previous version is just fine. Actually, I recommend to update it if playing it before Ice Monsters scenario.

P.S. On the main and pbl file, I put: Required Wesnoth version: 1.11.13 or later
But it probably works on 1.11.11 and 1.11.12.

--------------
EDIT:

Because a couple kind of minor bugs was found on the version 1.3.10, new version, 1.3.11, has been uploaded on 1.12 server since May, 18th.

touched scenarios:
01 Time to Leave; - just polished the codes, no in-game-change
05 In the Wild; - polished the scenario
05b Mysterious Cave; - fixed the bug that was the old code
07 Forbidden Ambition; - update the code from the regular "goto" and "guardian" to MAI
14 In the Swamp; - changed the victory bonus to carryover 20%
17 Mountain Path; - touched the game balance slightly, and changed the victory bonus to carryover 20%
19 Eisheim; - installed MAI lurkers for side=2 Yetis
20 Ice Monster; - changed the victory bonus to carryover 20%
21 Coalition of Orcs; - fixed the bug on campfires, changed the victory bonus to carryover 20% , and installed heal +4 tent from BW campaign
22 Dragon Cave; - fixed the bug on braziers, and polished the codes
22b The Battle at Prestim; - just polished the codes, no in-game-change

Crossing with the previous version in the middle of the campaign is fine (recommended).


thanks
Fate of a Princess/feedback thread: "What is in own heart that is the most important, not who you are."
Drake Campaign: Brave Wings/feedback thread, Naga Campaign: Return of the Monster, Saurian Campaign: Across the Ocean
Northern Forces - now on 1.12 server

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SkyOne
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Re: 1.12 SP Campaign, Fate of a Princess

Post by SkyOne » June 25th, 2014, 2:59 pm

Version 1.3.12 has been uploaded on 1.12 server!

On this version:
- some of minor bugs have been fixed
- the first Dwarvish Fighter on scenario Dwarvish Warden has been replaced to Dwarvish Guardsman, and the trait-modification of the second Dwarvish Fighter on Hydra Cavern scenario (only one Dwarvish Fighter now) has been replaced to QUICK and RESILIENT
- added a movetype, snowfairyfloat, which is for Snow fairy and Ice Fairy (both L3) units
- added the shooting and hitting sound on Cannon unit
- polished the last battling scenario, 25 Fate of a Princess
- touched carryover golds on each scenario of 11 Broken Treaty, 13 Over the Hills, 15 Dwarvish Warden, 23 Zluld's Last Stand, and 24 Striking Back
- added a few icons for the melee attack animation of Forester unit
- polished (slightly) the melee attack animation on Frost Guardian and Lady Blizzard unit

Crossing with the previous version, 1.13.11, is just fine.

-------------

This is for the Northern Forces campaign that is attached on the next post (west's Homeward Bound):
music.zip
(4.02 MiB) Downloaded 176 times
thanks
Fate of a Princess/feedback thread: "What is in own heart that is the most important, not who you are."
Drake Campaign: Brave Wings/feedback thread, Naga Campaign: Return of the Monster, Saurian Campaign: Across the Ocean
Northern Forces - now on 1.12 server

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