After the Storm 0.9.17 [Wesnoth 1.12]

Discussion and development of scenarios and campaigns for the game.

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shadowm
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Re: After the Storm 0.9.17 [Wesnoth 1.12]

Post by shadowm » September 13th, 2018, 9:43 am

It sounds like a case of mainline issue #3194, which was purportedly fixed in version 1.14.3. What version are you using?
Author of the unofficial UtBS sequels Invasion from the Unknown and After the Storm.
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Re: After the Storm 0.9.17 [Wesnoth 1.12]

Post by white_haired_uncle » September 13th, 2018, 8:19 pm

I was using 1.14.0.

I have confirmed that the issue is resolved in 1.14.4.

thanks

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Re: After the Storm 0.9.17 [Wesnoth 1.12]

Post by white_haired_uncle » September 17th, 2018, 1:15 am

E2S8

1.14.4, ubuntu 16.04.5

20180916 20:53:17 error engine: failed to auto-store $second_unit at (27,33)
20180916 20:53:17 error engine: failed to auto-store $second_unit at (27,33)
Invalid WML found: [unstore_unit]: variable 'second_unit' doesn't exist

Attack LoL with Elynia, click through some dialog.
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Re: After the Storm 0.9.17 [Wesnoth 1.12]

Post by Kylix » September 17th, 2018, 11:15 am

E3 ending spoiler:
Last edited by shadowm on September 17th, 2018, 11:18 am, edited 1 time in total.
Reason: Added spoiler tags

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Sadaharu
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Re: After the Storm 0.9.17 [Wesnoth 1.12]

Post by Sadaharu » September 17th, 2018, 11:08 pm

@Kylix:
Spoiler:

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Re: After the Storm 0.9.17 [Wesnoth 1.12]

Post by white_haired_uncle » September 18th, 2018, 3:44 am

Return_to_Raelthyn

After defeating the drones, the scenario objectives are updated, but one of the defeat conditions is still based on the drones.

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Traits that might not make sense

Post by white_haired_uncle » September 18th, 2018, 4:04 am

I've never seen this before, though I just might not have noticed. But I recently upgraded from 1.14.0 to 1.14.4, and I've seen this twice since, and it seems kind of odd so I figured I'd point it out.

In the attached file, there's an imp (both times I've seen this it's been an imp, FWIW) at 37.31. His traits are weak and strong. Seems odd.

I'm sure the idea that some traits should or should not be mutually exclusive has been discussed, though I couldn't find that, and some decision made. If the decision was that things like weak and strong shouldn't coexist, something's broke.
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Re: Traits that might not make sense

Post by Can-ned_Food » September 18th, 2018, 8:27 pm

This should be moved to Scenario & Campaign Development because, even if such a facility existed for traits like it does for AMLAs — so far as I know, it doesn't, per UnitsWML#.5Btrait.5D, — the problem here would need to be attended in the After The Storm campaign first.

One of my eras has its own system of assigning traits which bypasses the hardcoded one. It addresses this concern — though is a tad slower, as a result.
When this topic is moved, then I'll talk more about methods to work around this. (I don't mean for that to seem “anal retentive” or bureaucratic, but it is, somewhat.) :geek:

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Re: Traits that might not make sense

Post by white_haired_uncle » September 18th, 2018, 10:57 pm

Thanks. It sounds like the answer is that everything is working according to design. While I think it's a little odd, I only pointed it out in case it was actually a problem.

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Re: After the Storm 0.9.17 [Wesnoth 1.12]

Post by white_haired_uncle » September 19th, 2018, 1:41 am

E3S3

20180918 21:39:16 error engine: failed to auto-store $second_unit at (13,21)
20180918 21:39:16 error engine: failed to auto-store $second_unit at (13,21)
Invalid WML found: [unstore_unit]: variable 'second_unit' doesn't exist

Attack Nar-hamoth with three units, click through a little dialog
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AtS-3-Amidst the Ruins of Glamdrol-Auto-Save12.gz
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Last edited by white_haired_uncle on September 19th, 2018, 6:42 am, edited 1 time in total.

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Re: After the Storm 0.9.17 [Wesnoth 1.12]

Post by white_haired_uncle » September 19th, 2018, 4:30 am

E3S4.1

20180919 00:12:17 warning wml: failed to match [secondary_unit] in [kill] with a single on-board unit.

I saw this every time I used a barrel. Didn't seem to affect anything, but here it is.

Save has a couple barrels ready to deploy.
Spoiler:
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Can-ned_Food
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Re: Traits that might not make sense

Post by Can-ned_Food » September 19th, 2018, 3:15 pm

white_haired_uncle wrote:
September 18th, 2018, 4:04 am
(…)
In the attached file, there's an imp (both times I've seen this it's been an imp, FWIW) at 37.31. His traits are weak and strong. Seems odd.

I'm sure the idea that some traits should or should not be mutually exclusive has been discussed, though I couldn't find that, and some decision made. If the decision was that things like weak and strong shouldn't coexist, something's broke.
So, I know of a few ways to work around this.
  • The obvious scheme, used by TBFW — also known as “mainline” era, — is to simply not make such opposite traits available: goblies have Dim, Weak; others have Intelligent and Strong.
  • Use a multitude of [variation] definitions for each desired combination of opposite [trait] attributes via the race= value. I.e. if you have two opposite traits, you need two [variation]s to support it; if you have two pairs of two such traits, you will need a total of four [variation]s. Each such [variation] uses its own race=, which requires you to define copies of the conceptual [race] that otherwise would use a different id= but could share name and description — although my recommendation would be to distinguish the name e.g. name=_"Faddlie, weak".
    Because only one [variation] can be used at a time — plus either [female] xor [male], this deprives you of the ability to use [variation] for anything else independently from its application as a way to vary the [trait] pool.
  • Using [modify_unit] in a [event] name=prerecruit. You can also do name=recruit if necessary. This bypasses the usual quantification of [trait]s, and so your event proc will need to use conditional flow-control.
    This is my favorite scheme because it allows you to do so much more also.

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Re: After the Storm 0.9.17 [Wesnoth 1.12]

Post by white_haired_uncle » September 22nd, 2018, 1:41 am

And now I'm stuck.

In the attached, click through a ton of dialog to get to the next scenario, which ends in defeat before you can do anything.

Code: Select all

20180921 21:24:18 error scripting/lua: ~add-ons/Naia/lua/common.lua:499: bad argument #3 to '__newindex' (number expected, got nil)
stack traceback:
        [C]: in metamethod '__newindex'
        ~add-ons/Naia/lua/common.lua:499: in local 'cmd'
        lua/wml-utils.lua:145: in field 'handle_event_commands'
        lua/wml-flow.lua:20: in local 'cmd'
        lua/wml-utils.lua:145: in field 'handle_event_commands'
        lua/wml-flow.lua:200: in local 'cmd'
        lua/wml-utils.lua:145: in field 'handle_event_commands'
        lua/wml-flow.lua:6: in function <lua/wml-flow.lua:5>
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Sadaharu
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Re: After the Storm 0.9.17 [Wesnoth 1.12]

Post by Sadaharu » September 22nd, 2018, 11:56 pm

@shadowm: I intend to get serious with testing the new version on BfW 1.14 in about a week or so. Do you want the notes I've made while playing on BfW 1.12 or do you just want me to post whatever comes up on AtS after I've started playing the new version?

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Zhou
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Re: After the Storm 0.9.17 [Wesnoth 1.12]

Post by Zhou » October 6th, 2018, 11:12 am

I've had some time to play AtS the last few days and managed to knock out almost all of episode one, so here's all the stuff I found that's not on the Issue tracker:
Massive spoilers for ALL of AtS ahead!
Spoiler:
slightly confused

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