Dawn of Thunder [SP campaign for 1.14.x]

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Re: Dawn of Thunder [SP campaign for 1.13.x]

Post by Paulomat4 » July 21st, 2017, 9:44 am

Whats the state of this campaign, in particular what wesnoth version are supported? I see some post with '[SP campaign for 1.13.8]' and others with '[SP campaign for 1.11.10 and later]' that's why i'm confused
Yeah, sorry I must have messed up with the topic titles and copied an old one. The campaign is only actively developed on 1.13.

The Semestre is nearing it's end and I hope I will soon have more time again to continue developing this add-on. :)
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Re: Dawn of Thunder [SP campaign for 1.13.x]

Post by doofus-01 » January 7th, 2018, 6:39 pm

I get this error form the BfW 1.13 add-on manager

Code: Select all

20180107 10:31:48 error display: unknown image function in path: dawn_of_thunder
20180107 10:31:48 error config: Failed to apply a modification to an image:
Image: attacks/blank-attack.png.
Modifications: ~CROP(2,2,56,56)~SCALE(72,72)~BLIT(halo/lightning-bolt-1-2.png~O(2.5)~CROP(17,121,66,66),3,3)~BLIT(halo/illuminates-aura.png~dawn_of_thunder(72,72)~O(2.1),0,0)~BLIT(units/human-magi/silver-mage+female-attack-magic2.png~TC(1,magenta)~CROP(16,9,38,51),20,19)~BLIT(halo/elven/druid-healing2.png~CROP(11,11,55,39)~O(0.9),13,31).
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

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Re: Dawn of Thunder [SP campaign for 1.13.x]

Post by Paulomat4 » January 8th, 2018, 3:22 pm

Thank you for reporting, i will look into this during the semestre break that is coming in a few weeks. I also hope to continue the campaign developement then. :)
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Re: Dawn of Thunder [SP campaign for 1.13.x]

Post by Sudipta » March 2nd, 2018, 7:22 pm

I started playing Dawn of Thunder on Hard difficulty in BW 1.13.11 and finished the first chapter. The first scenario was a nightmare but the rest were a lot easier. Here’s my feedback-

Scenario 1 – In the very beginning there's a invalid wml found "[event] is missing name field" Typo first line – I can see then -> them, more than usually -> usual , we are more then enough -> than. The first mission is so difficult.. enemies have much more gold and income than me, and they keep coming in never-ending waves. It was a bloodbath. Killed 82 enemies!! And lost 14. Turns 28/30.Too close for liking.. The map is nice. Multiple river crossings make it a tough defensive battle. Perhaps increase turn count a little ?

Scenario 2 – Typo – too many elves died that battle -> in that battle. Buried in small -> in a small. Whole digging -> whole day digging. Buryial oration -> burial. Naia: I was send -> sent. End of fight, limwen says take my place. She doesn’t mention the name. Another defense battle, this time against undead but this one’s much easier than the first. By the time naia showed up, I had cleared almost all the attackers. Nice twist at end of scenario. Turns 21/40

Scenario 3 – Stupid allied leader keeps suiciding against flying undead.She would leave her keep to slow enemies :P Funny thing, an enemy revenant stepped on Mbrins grave and then triggered dialogue where it spat on the grave. I didnt think revenants could spit… :lol: Turn 36/50.

Scenario 5 – An easy scenario, but allied leader keeps rushing into the naga swarm, making it slightly harder. I had to rigorously protect him with an escort. It would help a lot if u make the allied leaders more passive . Turn 18/20 didn’t kill naga leader. Kills 102, Losses 4 – all lv1

Scenario 6 – Typo – search fo help ->for, I did nae see -> not, but we can punish -> can’t., nothing against this of a -> that, to prove you -> prove to you. Enemy turn takes ages, terrible lag..i think its because of that treewalk ability. Takes 2-3 minutes for their turn. :augh: Turn 16/20 Captured bandit leader. 311 carryover gold

Scenario 7 – you are very trustable -> trustworthy, entire forest wakes up -> is waking. Boss fight is a piece of cake. Just slowed the tree and killed it in 2 turns. Turn 10/20 Make it harder, increase the number of enemies. or maybe put a few lv 2 woses in randomized hexes.

Overall it was fun playing the first chapter tho a bit easy. U gave too many loyal units, makes it even easier. I have an army of Lv 3 units already. I don't see the point in making the fencer, bowman and spearman loyal. Also making the mage loyal means i can get a Great Mage with no upkeep.. too powerful. I like the AMLA tree of the heroes. I always got all the stat upgrades first and then advanced them. 8) Both are powerhouses, esp. fiannon. Look forward to ch 2. One question how many scenarios are completed ? is third chapter complete ?
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Re: Dawn of Thunder [SP campaign for 1.13.x]

Post by Paulomat4 » March 3rd, 2018, 4:43 pm

Hey Sudipta,
I didn't expect your feedback this soon, quite a pleasant surprise!
Thank you very much for the text corrections, I'm not a native speaker and started writing the campaign when I was 15, so my english wasn't exactly the best back then.
Scenario 1 – In the very beginning there's a invalid wml found "[event] is missing name field" Typo first line – I can see then -> them, more than usually -> usual , we are more then enough -> than. The first mission is so difficult.. enemies have much more gold and income than me, and they keep coming in never-ending waves. It was a bloodbath. Killed 82 enemies!! And lost 14. Turns 28/30.Too close for liking.. The map is nice. Multiple river crossings make it a tough defensive battle. Perhaps increase turn count a little ?
I already noted the error messages, but they didn't have any effect when I played through it, so I guess you can just ignore them.
I always play on normal so it might be that hard is a bit too hard. You can reliably win by holding the river and letting the orcs suicide in the water while waiting for your income to build up enough gold to start a counter-attack over the left ford. Increasing the number of turns seems like a reasonable idea.
End of fight, limwen says take my place. She doesn’t mention the name. Another defense battle, this time against undead but this one’s much easier than the first. By the time naia showed up, I had cleared almost all the attackers. Nice twist at end of scenario. Turns 21/40
Are you talking about scenario 2 or 3? Limwen only appears in the third one. Her not saying the name is a bug though.
Scenario 3 – Stupid allied leader keeps suiciding against flying undead.She would leave her keep to slow enemies :P Funny thing, an enemy revenant stepped on Mbrins grave and then triggered dialogue where it spat on the grave. I didnt think revenants could spit… :lol: Turn 36/50.
That's part of the challenge of the scenario. you need to actually protect Limwen if you want to keep her alive. The revenant is a bug of course, although a funny one :lol:
Scenario 5 – An easy scenario, but allied leader keeps rushing into the naga swarm, making it slightly harder. I had to rigorously protect him with an escort. It would help a lot if u make the allied leaders more passive . Turn 18/20 didn’t kill naga leader. Kills 102, Losses 4 – all lv1
try beating the naga next time! You'll be rewarded.
Scenario 6 – Typo – search fo help ->for, I did nae see -> not
I was trying to imitate a peasant-ish/less educated accent with those. Guess it didn't work. Any suggestions on how to improve this? I was trying to do this for all peasants you're helping.
Boss fight is a piece of cake. Just slowed the tree and killed it in 2 turns. Turn 10/20 Make it harder, increase the number of enemies. or maybe put a few lv 2 woses in randomized hexes.
I just had an idea about making the fight harder. I'll see what I'll do abut it.
Overall it was fun playing the first chapter tho a bit easy. U gave too many loyal units, makes it even easier.
I believe you might have a slightly older version than the one I have on my computer. I already rexduced the number of loyals so you only get one loyal hunter and only the mage is loyal anymore. I don't want to take the possibility of a loyal great mage though. It's just too awesome. :D Also a great mage is nothing to a fully leveled Fiannon or Naia.
I like the AMLA tree of the heroes. I always got all the stat upgrades first and then advanced them. 8) Both are powerhouses, esp. fiannon.
Yeahs I just hate it when your heroes are maxed out too soon during a campaign. Since they are present during every battle, after they maxed out they are effectively wasting xp. But I still wanted them to give the possibility of leveling them normally. Even other heroes like Alasar and Limwen take a lot more xp before the are maxed out.
Look forward to ch 2. One question how many scenarios are completed ? is third chapter complete ?
My local copy has 18 nearly completed scenarios, I'm not exactly sure about the one in the add-on server. Chapter 2 is definitely complete so you should have at least 14 or 15 scenarios.

Thank you very much, very useful feedback!
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Re: Dawn of Thunder [SP campaign for 1.13.x]

Post by Sudipta » March 4th, 2018, 8:28 am

Finished the campaign . But first my replies -
You can reliably win by holding the river and letting the orcs suicide in the water while waiting for your income to build up enough gold to start a counter-attack over the left ford.
In hard the enemies keep swarming from all 3 sides. The brunt comes up the center bridge, but they send many wolf riders up the eastern side of the river and also send a good part of the army up the western ford. So u actually get attacked from 3 sides at once, and its much harder to defend against the flanking attacks.
Are you talking about scenario 2 or 3? Limwen only appears in the third one. Her not saying the name is a bug though.
Scenario 3. oops. got them mixed up.
try beating the naga next time! You'll be rewarded.
20 turns is too few on hard i think. it takes time to cross the shallow water. 25 turns should be enough albeit a bit tight. Whats the reward may i ask?
I was trying to imitate a peasant-ish/less educated accent with those. Guess it didn't work. Any suggestions on how to improve this?

in that case u should make more grammatical mistakes in their speech i suppose.
I believe you might have a slightly older version than the one I have on my computer.
i have the latest version on the add on server. Perhaps u did not upload the newest version to the server.
My local copy has 18 nearly completed scenarios, I'm not exactly sure about the one in the add-on server.
mine has 17. upto Jotha

Well here's my feedback on chapter 2:

Scenairo 8 – typo – with big their big -> with their big. For an orcish warlord to say “ Guys,kill them” it sounds silly. Use a more threatening line. Killed the assasin leader on turn 5 while he still had 283 gold left by sending an elite force towards them. When the scenario objectives changed at turn 15, I had already killed 2 of the 3 leaders and surrounded the orcish sovereign, who sadly cant be attacked. Turn 21/25
Scenario 9 – Naia’s magic shield AMLA increases he weapon resistance by 15% but the description says 25%. Found the secret stash of gold. Also killed the Black Widow(deadly). Turn 75/99. Gold carryover 343 gold.
Scenario 10 –When I found the dwarves I moved them towards the eastern undead leader. The leader than left his keep and attacked me, so I dispatched him with ease… Not what u planned I bet :D Made the scenario a piece of cake. Make the enemy leaders passive or move=0 to prevent this. But, I did almost get beaten at the end. The minecart nearly got destroyed when the trolls hit the exit area. Had to sacrifice both miners. I hope I wont need them later, coz then I’m f**ked :P Turn 18/32
Scenario 11- lead them to them there -> lead them there, with you I the -> in the. I recruited a fighter and a guardsman.
Scenario 12 – Ice ghost unit Is spelled as gost. Very easy scenario. Fried the wyrm with Fiannon and Naia. Turn 33/50
Scenario 13 – typo – the snow Is read from your their blood -> red, your or their, Some of the wolves just disappeared at the beginning of my turn!
Scenario 14 - typo – I am Generous though I will -> generous, i will. Another easy bossfight. I chose to duel the archer and thrashed him.

Not much to say, i have almost every loyal unit max leveled so i could bulldoze my way through the scenarios if i wanted but i only recall a few to save gold and make it more challenging. Have an army of veterans too. ill start using them more from chapter 3.

And here's feedback on chapter 3:

Scenario 15-typo –biggest makeerman haven-> merman Loved the easteregg dialogue. Finally a Tough scenario due to lv 2 and 3 enemies. Killed the northern leader asap and then waited for the rest of the enemies to come to my camps. Turn 15/24.
Scenario 16- typo - horde and her leader -> its leader. Didn’t want to waste time, so I used all my gold to recruit loyals and then smashed the enemy. Lost the loyal dwarven runemaster. First loyal unit to die in the campaign. Don’t care tho. Turn 9/22.
Scenario 17- typo – only left -> only one left. Cannot recruit young rocs in this scenario i press the recruit button but nothing happens. Anyways this was by far the funniest of all scenarios. Guess how many turns it took for me to win?
Spoiler:
Turn ??/27 this one has 80% gold carryover. Retained gold 694!
Thank you very much, very useful feedback!
Don't mention it 8) I enjoyed it. It's a good campaign. Best of luck to u and hope u finish the campaign soon.

edit: added chapter 3 feedback and replay of last scenario
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Jotha replay.gz
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Re: Dawn of Thunder [SP campaign for 1.13.x]

Post by Paulomat4 » March 4th, 2018, 3:28 pm

In hard the enemies keep swarming from all 3 sides. The brunt comes up the center bridge, but they send many wolf riders up the eastern side of the river and also send a good part of the army up the western ford. So u actually get attacked from 3 sides at once, and its much harder to defend against the flanking attacks.
Any idea on how to improve this? I'd like to reduce the pressure from the right flank at least.
20 turns is too few on hard i think. it takes time to cross the shallow water. 25 turns should be enough albeit a bit tight. Whats the reward may i ask?
The current turn limits are 32-26-20. What do you think about changing it to 32-27-23?
Spoiler:
For an orcish warlord to say “ Guys,kill them” it sounds silly. Use a more threatening line.
Agreed. I'll think of something else.
Killed the assasin leader on turn 5 while he still had 283 gold left by sending an elite force towards them. When the scenario objectives changed at turn 15, I had already killed 2 of the 3 leaders and surrounded the orcish sovereign, who sadly cant be attacked. Turn 21/25
hmm, that scenario again. I don't want to make the scenario too hard but I suppose the enemies could use some more castle fields. Also what about adding lvl 3units to the big orc?
When I found the dwarves I moved them towards the eastern undead leader. The leader than left his keep and attacked me, so I dispatched him with ease… Not what u planned I bet :D
will do
The minecart nearly got destroyed when the trolls hit the exit area. Had to sacrifice both miners. I hope I wont need them later, coz then I’m f**ked :P Turn 18/32
no you won't. :) I suppose they might be useful in a few underground scenarios that I have planned but they won't be necessary.
Some of the wolves just disappeared at the beginning of my turn!
They did? :lol: Can I see the replay?
Loved the easteregg dialogue.
Which one? :lol:
Cannot recruit young rocs in this scenario i press the recruit button but nothing happens.
You can't as well in any other scenario. I have not yet found out why this is happening but I'm aware of it.
Only 4 turns. I killed the orcish leader on turn 4, and then my merman allies killed the naga leader in their turn after it left its keep to kill a priestess.
I guess it's time for another passive leader.
Turn ??/27 this one has 80% gold carryover.
whoops, will be fixed.

Thank you very much!
My to do list before the next release is huge now.
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Re: Dawn of Thunder [SP campaign for 1.13.x]

Post by Sudipta » March 4th, 2018, 5:46 pm

Any idea on how to improve this? I'd like to reduce the pressure from the right flank at least.
Hmm, perhaps widen the river on the right, or maybe limit the number of wolves the enemy can recruit
What do you think about changing it to 32-27-23?
23 would be pretty tight. would have to play aggressively or focus mostly on killing the naga. I focused on the orcs tho, didn't want to mess with naga on water
Looks like i missed all hidden items.. i have two sylphs and two shydes, but i rarely recall them. I only recall shyde if i need a second healer
hmm, that scenario again. I don't want to make the scenario too hard but I suppose the enemies could use some more castle fields. Also what about adding lvl 3units to the big orc?
Lv3 units is a bad idea. It would make scenario too hard. Too much breakthrough power plus elves are weak against trolls due to blade, pierce resist. Give the assassin leader 6 castle hexes instead. IMO, its fine as it is. When surrounded, its always a good idea to take out one of the enemy sides out asap to reduce the pressure. You shouldn't discourage this tactic by increasing enemy troops. Besides people are free to play any way they like, aggressive or defensive. But, if u want to force the player to defend at the Kalian chamber than i suppose u could make it harder. Your wish really.
Which one?
Limwel transforming
My to do list before the next release is huge now.
I look forward to it ;)
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Frozen Ground replay.gz
The wolves disappear right before naia starts talking.
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Re: Dawn of Thunder [SP campaign for 1.13.x]

Post by Paulomat4 » March 5th, 2018, 8:09 pm

Hmm, perhaps widen the river on the right, or maybe limit the number of wolves the enemy can recruit
Limiting the number of wolf riders seems like a good idea.
23 would be pretty tight. would have to play aggressively or focus mostly on killing the naga. I focused on the orcs tho, didn't want to mess with naga on water
That is what I intended. You shouldn't get the item if you don't work hard for it.
To find the second item you'll need to use shydes or sylphs and their flying ability in scenario 9. I won't tell more. :whistle:
The third one you can get in scenario 17 in Jotha. I guess you didn't see it because you won so fast.
Lv3 units is a bad idea. It would make scenario too hard. Too much breakthrough power plus elves are weak against trolls due to blade, pierce resist. Give the assassin leader 6 castle hexes instead. IMO, its fine as it is. When surrounded, its always a good idea to take out one of the enemy sides out asap to reduce the pressure. You shouldn't discourage this tactic by increasing enemy troops. Besides people are free to play any way they like, aggressive or defensive. But, if u want to force the player to defend at the Kalian chamber than i suppose u could make it harder. Your wish really.
Okay then, more castle spaces it is.
Limwel transforming
Ah yeah :) I saw the sprite and I just had to use it.

Thanks for the save, i'll have to look into it!
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Re: Dawn of Thunder [SP campaign for 1.13.x]

Post by Konrad2 » March 15th, 2018, 5:08 pm

I've just started (again) and when the first scenario starts there is a '<Invalid WML found> [event] is missing name field'.

Egoist is described with '...and thus needs twice as much time to level up. +70%XP to advance.' which mean the unit needs (to be exact) 1.7 times as much. Or 'almost' twice as much.

EDIT: Btw, does your lore conflict with the IftU and AtS (and now Genesis) lore? You seem to base it on events mentioned in IftU especially on Elynia existence.
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Re: Dawn of Thunder [SP campaign for 1.13.x]

Post by Paulomat4 » April 17th, 2018, 10:59 am

Hello Konrad2,

I excuse myself for not answering earlier. I was on vacation when I read your message, decided to postpone it and then forgot it. My bad.
I've just started (again) and when the first scenario starts there is a '<Invalid WML found> [event] is missing name field'.
Sudipta reported that error as well and although I'm not sure why, I think I have found the cause of this.
Egoist is described with '...and thus needs twice as much time to level up. +70%XP to advance.' which mean the unit needs (to be exact) 1.7 times as much. Or 'almost' twice as much.
Thanks, that will be fixed
EDIT: Btw, does your lore conflict with the IftU and AtS (and now Genesis) lore? You seem to base it on events mentioned in IftU especially on Elynia existence.
No, not really. I mentioned Elynia early when I started to develop this add-on and had no clue where to take the story. It has evolved and changed a lot over the last years and IftU, AtS and Genesis plot element will not play any role in this campaign. The mention of Elynia will probably be removed when I iterate over the dialogue again after finishing all scenario.
Greetings,
Paulomat4
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Re: Dawn of Thunder [SP campaign for 1.14.x]

Post by Paulomat4 » May 12th, 2018, 12:06 pm

Hello Everyone,
I finally got around to uploading Dawn of Thunder Version 0.1.9.5 to the 1.14 add-on server. This version fixes some issues that have been reported, but the to-do list is still quite long.
Changlog:

Code: Select all

0.1.9.5 FIXES:
general:
-roc should be recruitable now
-save files have the Dot- abbreviation at the start of their filename now

scenario 1:
-unknown conditionional wml [clear_variable] upon moving on the troll-tunnel
-increase of turn limit on normal (35-->36) and hard(30-->33)
-limited wolf riders on hard

scenario 2:
-first time teleportation event empty spaces between words: only__me

scenario 3:
-revenants can trigger the stone dialogue
-Limwen doesn't say neria's name at the ending dialogue

scenario 5:
-message about loyals is not actual anymore
-adjust turn limits to 32-28-24

scenario 6:
-limwens (weird) starting message

scenario 9:
-the signpost message being said by fiannon instead of the narrator

scenario 10:
-scenario 10 death knight moving
-shroud-lifting in scenario 10

scenario 17:
-passive Naga leader
-gold carryover to 40%
Now that the 1.14 server is up and running I will stop supporting the 1.13 version. If you're still on 1.13 it's time to upgrade ;)
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Re: Dawn of Thunder [SP campaign for 1.14.x]

Post by Xara » June 4th, 2018, 3:41 pm

Played till Lake Aelin, lost there.

Glad to see a campaign featuring south wesnoth. Like the hero advancing system

A few things I noticed:

* Scenario 1: would be nice if Alasar has fewer traits, so that the string doesn't exceed the length limit.
* Scenario 2: Mal Lirak portrait not found
* Scenario 2: Blessing of Eloh message unfinished, "... for the rest of the"
* Elven Court: [event] missing name or id field
It pronounces Sha'ha, not Zara.

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Re: Dawn of Thunder [SP campaign for 1.14.x]

Post by Paulomat4 » June 5th, 2018, 9:27 am

Hey Xara,
Glad to see a campaign featuring south wesnoth
too bad, because you're going to go north soon :lol:
* Scenario 1: would be nice if Alasar has fewer traits, so that the string doesn't exceed the length limit.
* Scenario 2: Mal Lirak portrait not found
* Scenario 2: Blessing of Eloh message unfinished, "... for the rest of the"
will fix
Elven Court: [event] missing name or id field
I know about that bug but despite my best attempts I couldn't find the event responsible for this. If anyone experienced this bug already it would be great to know how you fixed it. :)
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Re: Dawn of Thunder [SP campaign for 1.14.x]

Post by TheSchnozz » June 13th, 2018, 11:03 pm

Hi,I just downloaded Battle for Wesnoth on Steam a week ago, and I've been playing through a lot of player campaigns recently. I ran into trouble in the scenario "Dwarvish Gratitude". When the scenario tries to start, I get an error message "The game map could not be loaded: Unknown tile in map: (Rr^Prgo) 'Rr^Prgo'" and then the game quits the campaign. I am really enjoying the campaign so far, so I would be very happy if you could help me with this problem. Thanks!

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