The Beautiful Child
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Re: The Beautiful Child
Hi,
This campaign didn't load for me.
This campaign didn't load for me.
Code: Select all
error preprocessor: Macro/file 'NEUTRAL_SIDE' is missing
at ~add-ons/The_Beautiful_Child/scenarios/Faithdome.cfg:1824
Re: The Beautiful Child
It doesn't happen for me, but some LotI updates tend to break this. Maybe I forgot to update the server version at some point. The latest version on the 1.14 server should be as up to date as possible.vghetto wrote: ↑December 28th, 2019, 6:44 pm Hi,
This campaign didn't load for me.
Code: Select all
error preprocessor: Macro/file 'NEUTRAL_SIDE' is missing at ~add-ons/The_Beautiful_Child/scenarios/Faithdome.cfg:1824
Done.Spirit_of_Currents wrote: ↑December 6th, 2019, 7:23 am 1. I wanted to play the entire campaign with few units only. I didn't recruit at all, and always had from two to five units. That's why I used debug mode to make my heroes more powerful. Unfortunately it was slow to get items. Could you add a cheat option to get random items? Or maybe even more cheat options?
Thanks.
The damage of poison is a global setting. Maybe I will find a way to do such a thing without too much complication.Spirit_of_Currents wrote: ↑December 6th, 2019, 7:23 am 3. I suggest some new weapon specials: toxic 2, toxic 4, toxic 8 etc. Toxic does damage like poison but is only cured when the unit is at full HP. If a unit is hit with different strengths of toxic, the strongest one stays.
The Beautiful Child, Affably Evil and Kill the King use Legend of the Invincibles, so I can't really do these changes individually in TBC and not in the others.Spirit_of_Currents wrote: ↑December 6th, 2019, 7:23 am If it wasn't clear, my suggestions apply to Affably Evil and LotI as well.
Re: The Beautiful Child
Hello!
I have a bug in the scenario "Coming of the Tide" that causes the game to crash.
It happens in the 3rd round as soon as Konrad II goes south from his keep. Also not sure why he's moving off at all.
I found a workaround by blocking the northern keeps so Konrad doesn't move on. But then I have to keep it blocked, or the crash will happen.
I have a bug in the scenario "Coming of the Tide" that causes the game to crash.
It happens in the 3rd round as soon as Konrad II goes south from his keep. Also not sure why he's moving off at all.
I found a workaround by blocking the northern keeps so Konrad doesn't move on. But then I have to keep it blocked, or the crash will happen.
- Attachments
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TBC-Coming_of_the_Tide_Runde_4a.gz
- Savefile 2: Workaround, game crashes after I leave Konrads keep
- (510.92 KiB) Downloaded 163 times
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TBC-Coming_of_the_Tide_Runde_3.gz
- Savefile 1: Game crashes during AI turn
- (498.87 KiB) Downloaded 156 times
Re: The Beautiful Child
I just started the campaign, and I have to say the script is great. I think an editor could help you make it easier to read and make it flow more easily, but I'm loving it.
Take command of Napoleon's armies in an 11 scenario historical campaign with the Napoleonic Warfare for Battle for Wesnoth project.
Re: The Beautiful Child
In scenario 3, I get an error code
Spoiler:
Take command of Napoleon's armies in an 11 scenario historical campaign with the Napoleonic Warfare for Battle for Wesnoth project.
Re: The Beautiful Child
This seems to be a wesnoth 1.12 only problem. I tried it on 1.14 and there were no issues.Fibon_44 wrote: ↑February 27th, 2020, 12:32 am Hello!
I have a bug in the scenario "Coming of the Tide" that causes the game to crash.
It happens in the 3rd round as soon as Konrad II goes south from his keep. Also not sure why he's moving off at all.
I found a workaround by blocking the northern keeps so Konrad doesn't move on. But then I have to keep it blocked, or the crash will happen.
My prose is always quite rough to read. I sometimes work on it, but this one is difficult to improve. An editor could help, but there are few volunteers.
I fixed it. The fix will be included in the next update.
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- Joined: June 28th, 2019, 12:49 am
Re: The Beautiful Child
I don't know if this is a bug right now, or it's just me.
When I arrived at Burke's castle, for the first time, this below happens:
Burke's guards are my allies, and ... the poor merchant and merc are now the enemies? Is this normal, or did I screw up somewhere?
I'll attach my save file after this, but I don't think the merchants are supposed to die before I reach the castle... I'm also on the hardest mode, so is this a challenge to save them before the guards kill them?
When I arrived at Burke's castle, for the first time, this below happens:
Burke's guards are my allies, and ... the poor merchant and merc are now the enemies? Is this normal, or did I screw up somewhere?
I'll attach my save file after this, but I don't think the merchants are supposed to die before I reach the castle... I'm also on the hardest mode, so is this a challenge to save them before the guards kill them?
Re: The Beautiful Child
Hi! This is a fun campaign, i'm enjoying it a lot.
I noticed that in some scenarios messages appear in the prestart event, like in Punisher and Burkes_Retribution. While technically not a bug, the effect looks broken. When I first saw it, I thought wesnoth was about to crash on me
It's up to you, but it might look better if those message were moved to the start event or placed in [story]
Thanks!
Edit: Hi again, I'm not sure if this is Beautiful Child or Legend of the Invincibles issue, but I noticed that in the Punisher scenario, the recruited Peasant units don't have an animation for their pitchfork ranged attacks. Looking at the unit in debug mode shows that the name of the ranged attack is "pitchfork + a random number" like "pitchfork867", the number is different for every recruited peasant.
The name of the melee attack is unaltered "pitchfork" and it's animation works as normal.
I tried to hunt down the source of the bug in BC and LotI but couldn't find it.
Thanks again.
Edit2: possibly make_attacks_unique in LotI lua/stats.lua is the cause, it might need to factor in the range and type in deciding uniqueness.
Edit3: I don't think I got the notification right the previous time, so take 2. hopefully i'm not failing ... again
Sorry, if the notification worked the first time guys!
I noticed that in some scenarios messages appear in the prestart event, like in Punisher and Burkes_Retribution. While technically not a bug, the effect looks broken. When I first saw it, I thought wesnoth was about to crash on me

It's up to you, but it might look better if those message were moved to the start event or placed in [story]
Spoiler:
Edit: Hi again, I'm not sure if this is Beautiful Child or Legend of the Invincibles issue, but I noticed that in the Punisher scenario, the recruited Peasant units don't have an animation for their pitchfork ranged attacks. Looking at the unit in debug mode shows that the name of the ranged attack is "pitchfork + a random number" like "pitchfork867", the number is different for every recruited peasant.
The name of the melee attack is unaltered "pitchfork" and it's animation works as normal.
I tried to hunt down the source of the bug in BC and LotI but couldn't find it.
Thanks again.
Dugi wrote:
quote for notification.edwardspec wrote:
Edit2: possibly make_attacks_unique in LotI lua/stats.lua is the cause, it might need to factor in the range and type in deciding uniqueness.
Edit3: I don't think I got the notification right the previous time, so take 2. hopefully i'm not failing ... again

Sorry, if the notification worked the first time guys!
Quote for notification.
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- Posts: 75
- Joined: August 4th, 2019, 5:27 pm
Re: The Beautiful Child
Yeah, a bug in Goonville, before Burke's Castle, guards are allies, merchants are enemies. When I was buying items, merchants attacked me. I had to kill them all.
I played this campaign some time before and don't remember this bug
I played this campaign some time before and don't remember this bug
Re: The Beautiful Child
Same problem in Goonville. 1.147 I got to shop maybe 2-3 items before the merchants are killed by my allies. Would it have to do with "side=1" in the cfg file??
Re: The Beautiful Child
No, it was a bug, the code for making a side neutral changed and I have not correctly updated the code in that scenario.merithsage997 wrote: ↑June 15th, 2020, 9:13 pm Burke's guards are my allies, and ... the poor merchant and merc are now the enemies? Is this normal, or did I screw up somewhere?
I thought that using a [story] would not fit a single message announcement quite well. Do you want me to change it?vghetto wrote: ↑June 17th, 2020, 7:16 pm I noticed that in some scenarios messages appear in the prestart event, like in Punisher and Burkes_Retribution. While technically not a bug, the effect looks broken. When I first saw it, I thought wesnoth was about to crash on me
It's up to you, but it might look better if those message were moved to the start event or placed in [story]
Yes, this is a Legend of the Invincibles bug. I have commented out the offending line. It might cause problems with disabling retaliation attacks, but only in some corner cases where it's not important. The game simply cannot run well with renaming attacks.merithsage997 wrote: ↑June 15th, 2020, 9:13 pm Edit: Hi again, I'm not sure if this is Beautiful Child or Legend of the Invincibles issue, but I noticed that in the Punisher scenario, the recruited Peasant units don't have an animation for their pitchfork ranged attacks. Looking at the unit in debug mode shows that the name of the ranged attack is "pitchfork + a random number" like "pitchfork867", the number is different for every recruited peasant.
I did receive the notification, but I wasn't reading the forums because I was working on another project.merithsage997 wrote: ↑June 15th, 2020, 9:13 pm Edit3: I don't think I got the notification right the previous time, so take 2. hopefully i'm not failing ... again![]()
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I have released an update mainly fixing the Goonville merchants.
Re: The Beautiful Child
I think I last tried this campaign right after you created it, and I haven't gone back since. I finally did and I like it a little too much (ask my wife).
I found the beginning too hard. After dying repeatedly in the first couple scenarios, I hacked a save file to give myself some armour, and then I could progress.
I believe I found a bug in scenario Faithdome: a comma instead of a dash. Line 412, part of the "quests.faithdome_southern_guards" event. It says:
but I think it should say
I found the beginning too hard. After dying repeatedly in the first couple scenarios, I hacked a save file to give myself some armour, and then I could progress.
I believe I found a bug in scenario Faithdome: a comma instead of a dash. Line 412, part of the "quests.faithdome_southern_guards" event. It says:
x,y=1-21,9,24
but I think it should say
x,y=1-21,9-24