1.18 SP Campaign - Bad Moon Rising
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- Alarantalara
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Re: 1.9/1.10 SP Campaign - Bad Moon Rising
As a quick guess, you're using an older version of Wesnoth. If you get version 1.9.5 or later your problem should go away.
(Edit: Since you added the version while I was writing, my guess is confirmed.)
(Edit: Since you added the version while I was writing, my guess is confirmed.)
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- Posts: 15
- Joined: July 2nd, 2011, 3:32 pm
Re: 1.9/1.10 SP Campaign - Bad Moon Rising
I'm downloading 1.97 right now, so i will see what happens soon
Edit: Thanks for the advice, it seems to be working on 1.97
Edit: Thanks for the advice, it seems to be working on 1.97
Re: 1.9/1.10 SP Campaign - Bad Moon Rising
1.3.11 just went to the server. It has some small updates, addressing points on previous page and feedback thread. I didn't put it in the repository yet. EDIT: And now I did.
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
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- Posts: 15
- Joined: July 2nd, 2011, 3:32 pm
Re: 1.9/1.10 SP Campaign - Bad Moon Rising
on 1.97, whenever Nemesis appears, this error message occurs and the game freezes
Edit: Sorry, but, what do you mean by 'system'?
can this be fixed?Image does not fit on canvas
Condition ‘static_cast<int>(y)>=0’failed at src\gui\auxiliary\canvas.cpp:1059 in function ‘draw’. Extra development information: Image ‘portraits/nemesis.png’. y=-49
Edit: Sorry, but, what do you mean by 'system'?
Last edited by Dracostar_A on July 4th, 2011, 6:36 pm, edited 1 time in total.
Re: 1.9/1.10 SP Campaign - Bad Moon Rising
I knew I was forgetting something... What system are you using that has that feature?
Just delete the image, and that should go away.
Just delete the image, and that should go away.
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: 1.9 SP Campaign: Bad Moon Rising 1.3.11
Hi,
This campaign is, lets say, strange. Frustrating.
Without cheating I have no chance, even in easy mode. With units which just tickle the enemy, where the strike back hits with 10HP its impossible to win. I made it until scenario "Camp". starting gold 350.
There
1.) it is impossible to hinder outlaws to cross the river. runners are too slow, dogs too vulnerable.
2.) In turn 4 unconditionally side 2 gets 200 gold, At this point the number of units was about equal, Ukians being by far weaker than humans, because hit chances are low.
3) For each killed human Burton receives money to recruit at least one unit. So player's units are killed without replacement, enemy's units are replaced. This cannot work.
4) By turn 13: player units: 11, enemies: 37.
?????
I never could advance units because in previous scenarios I am "at the limit".
How is this scenario to beat?
regards
macherb
This campaign is, lets say, strange. Frustrating.
Without cheating I have no chance, even in easy mode. With units which just tickle the enemy, where the strike back hits with 10HP its impossible to win. I made it until scenario "Camp". starting gold 350.
There
1.) it is impossible to hinder outlaws to cross the river. runners are too slow, dogs too vulnerable.
2.) In turn 4 unconditionally side 2 gets 200 gold, At this point the number of units was about equal, Ukians being by far weaker than humans, because hit chances are low.
3) For each killed human Burton receives money to recruit at least one unit. So player's units are killed without replacement, enemy's units are replaced. This cannot work.
4) By turn 13: player units: 11, enemies: 37.
?????
I never could advance units because in previous scenarios I am "at the limit".
How is this scenario to beat?
regards
macherb
Re: 1.8 SP Campaign: Bad Moon Rising 1.0.4
That's why it helps to use both. That, and the runner's leadership ability. Don't fight them in the forest.macherb wrote:1.) it is impossible to hinder outlaws to cross the river. runners are too slow, dogs too vulnerable.
Not sure what you mean by hit chances being low.macherb wrote:2.) In turn 4 unconditionally side 2 gets 200 gold, At this point the number of units was about equal, Ukians being by far weaker than humans, because hit chances are low.
It's just a way to give him more troops without slogging down the AI turn, it doesn't last forever. Not unless there is a bug which got in there since I last checked.macherb wrote:3) For each killed human Burton receives money to recruit at least one unit. So player's units are killed without replacement, enemy's units are replaced. This cannot work.
Not necessarily lost, but maybe. Not enough info.macherb wrote:4) By turn 13: player units: 11, enemies: 37.
I'm not sure what you mean.macherb wrote:?????
I never could advance units because in previous scenarios I am "at the limit"
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: 1.8 SP Campaign: Bad Moon Rising 1.0.4
Thanks for your reply
In the second scenario there are enough enemies. In this case a human unit easily kills an Ukian unit with one attack, whereas several Ukians cannot kill a human unit (hit chances!), so that I had to replace them with inexperienced units.
After posting I tried another approach: Since carryover of gold is not a matter, I tried not to press for quick success but tried to level my units: I have 6 level 2 units now. I will start a new try with "camp" now.
I meant with hit chances the %-value given in the dialog when attacking.macherb wrote:2.) In turn 4 unconditionally side 2 gets 200 gold, At this point the number of units was about equal, Ukians being by far weaker than humans, because hit chances are low.
Not sure what you mean by hit chances being low.
I wanted to point out, that it might be at least very challenging in "easy". Is this scenario beatable in "hard"?macherb wrote:4) By turn 13: player units: 11, enemies: 37.
Not necessarily lost, but maybe. Not enough info.
In the first scenario I never could level up a level 1 unit, once I succeeded with a level 0 unit. That\s probably because there are (fortunately) not enough enemies.macherb wrote: I never could advance units because in previous scenarios I am "at the limit"
I'm not sure what you mean.
In the second scenario there are enough enemies. In this case a human unit easily kills an Ukian unit with one attack, whereas several Ukians cannot kill a human unit (hit chances!), so that I had to replace them with inexperienced units.
After posting I tried another approach: Since carryover of gold is not a matter, I tried not to press for quick success but tried to level my units: I have 6 level 2 units now. I will start a new try with "camp" now.
Re: 1.8 SP Campaign: Bad Moon Rising 1.0.4
macherb wrote:I meant with hit chances the %-value given in the dialog when attacking.
Is it possible you are not using terrain defenses correctly? There really shouldn't be any hit-percentage disadvantage to the player. If anything, the Ukians have the advantage, because of the snow.macherb wrote:In this case a human unit easily kills an Ukian unit with one attack, whereas several Ukians cannot kill a human unit (hit chances!)
This is the 1.8 thread, but I saw you changed the title of your first post, so if you are playing the 1.9 version (EDIT: it was, but one of the moderators was kind enough to move it), the skirmishes on the worldmap should be working, you can get some experience with that as well.macherb wrote:After posting I tried another approach: Since carryover of gold is not a matter, I tried not to press for quick success but tried to level my units: I have 6 level 2 units now. I will start a new try with "camp" now.
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: 1.8 SP Campaign: Bad Moon Rising 1.0.4
OK, I could go on an finished also part two.macherb wrote:After posting I tried another approach: Since carryover of gold is not a matter, I tried not to press for quick success but tried to level my units: I have 6 level 2 units now. I will start a new try with "camp" now.
In part three I got stuck in scenario "Salvation".
There appear to be some problems:
If I interpret the script correctly, (lines 894ff) with Belleros some units should be loaded. In my game nothing happened. BTW: From Scenario "Snowblind" on I only could recruit but had no units for recalling, is this correct?.
Bellero bypassed Athanta, moved to the cave and disappeared there. Fine.
Now I moved Raenna to the cave and entered it. I could proceed until Raenna reaches the "lava". And nothing happens. There is an event (line 735ff) when Raenna passes x,y=59-64,18-24, but this is in the black area.
Did I overlook something?
Re: 1.9/1.10 SP Campaign - Bad Moon Rising
That is certainly not correct. It didn't used to do that, but I have not tried it with the more recent 1.9.x releases. At this time, I cannot even guess what is wrong.macherb wrote: BTW: From Scenario "Snowblind" on I only could recruit but had no units for recalling, is this correct?.
No, it seems that event trigger should be wider, I'll replace 59 with 55. Thanks. Just get her to walk in the box bound by that event and it should work, forget about the lava.macherb wrote: Now I moved Raenna to the cave and entered it. I could proceed until Raenna reaches the "lava". And nothing happens. There is an event (line 735ff) when Raenna passes x,y=59-64,18-24, but this is in the black area.
Did I overlook something?
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: 1.9/1.10 SP Campaign - Bad Moon Rising
1.3.12 just went to the server, I think. I can't connect to the server to check, hope I didn't break it. Now it's OK, maybe there was flood-control.
Assuming it did, there are a significant number of changes, biggest one is that scenario Royal Rumble was rewritten. This version also needs the latest Archaic_Era version to work (I just uploaded that too, hopefully).
Assuming it did, there are a significant number of changes, biggest one is that scenario Royal Rumble was rewritten. This version also needs the latest Archaic_Era version to work (I just uploaded that too, hopefully).
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: 1.9/1.10 SP Campaign - Bad Moon Rising
1.3.13 just went to the server. Shops were broken, now they should be fixed. They weren't a big part of the campaign, but enough to require an update. I also lowered the gold involved in skirmishes and shops, I think there was a bit too much gold sloshing around for the real scenarios.
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: 1.9/1.10 SP Campaign - Bad Moon Rising
Yeah, just thought I'd post this both for giggles and for the sake of bug reporting. I killed the last unit in a random encounter group towards the beginning of the game. The final blow was struck by my commander, and I was greeted by Irid the TALKING DOG.
Re: 1.9/1.10 SP Campaign - Bad Moon Rising
I'm running BfW 1.9.9, and after downloading your addon 1.3.13, I get several popups
with an errormessage every time the game starts.
From stderr.txt:
I have seen at least one other campain that does that.
with an errormessage every time the game starts.
From stderr.txt:
If the "Archaic Era" is needed for BadMoonRising, it should automatically suggest to download it.20110910 22:40:23 error config: Macro/file '~add-ons/Archaic_Era/installed.cfg' is missing at ~add-ons/Bad_Moon_Rising/_main.cfg:26
20110910 22:40:23 error config: error reading usermade add-on 'C:/Programme/Game/Battle-for-Wesnoth_199/userdata/data/add-ons/Bad_Moon_Rising/_main.cfg'
20110910 22:40:23 error general: The following add-on had errors and could not be loaded:
C:/Programme/Game/Battle-for-Wesnoth_199/userdata/data/add-ons/Bad_Moon_Rising/_main.cfg
ERROR DETAILS:
Macro/file '~add-ons/Archaic_Era/installed.cfg' is missing at ~add-ons/Bad_Moon_Rising/_main.cfg:26
I have seen at least one other campain that does that.
-HaJo