A Whim of Fate [SP Campaign]
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Re: A Whim of Fate [SP Campaign]
Veledar lacks in the first scenario team ellipses and he doesn't seem to have a unit name as lvl 0 unit.
(Sometimes I'm also getting 'Image not found.)
Also, the goblin leaders never move to their keep after taking their first village. ._.
...you've set their max MP to 0 and you gave them 5 MP in the first turn and now they are stuck. ._.
Velendar Level 1:
The form of the skull atop of Velendars staff has changed. With the upgraded staff Veledar has gained the ability to heal zombies around him for 3HP, and the leadership ability over walking corpses. (...)
EDIT:
Also, periods all over the scenario objectives.
Kill enemy leader -> Kill the enemy leader
Leader in Sc2 has the same problem as the goblin leaders in Sc1.
You might want to change the hint about the mounted corpses, Wolf Riders turn now into wolf undead.
EDIT 2:
Velendar still lacks his ellipses (Sc3). So does Tormir.
EDIT 3:
Velendar Level 3:
The form of the skull atop of Velendars staff has changed. With the upgraded staff Veledar has gained the ability to heal zombies around him for 9HP, and upgraded leadership ability. (...)
EDIT 4:
Gorandor, Solaevin and Zaryal demand upkeep after leveling up. Link.
EDIT 5:
Sc4 enemy leaders suffer from the same problem as the Sc1&2 leaders.
(Sometimes I'm also getting 'Image not found.)
Also, the goblin leaders never move to their keep after taking their first village. ._.
...you've set their max MP to 0 and you gave them 5 MP in the first turn and now they are stuck. ._.
Velendar Level 1:
The form of the skull atop of Velendars staff has changed. With the upgraded staff Veledar has gained the ability to heal zombies around him for 3HP, and the leadership ability over walking corpses. (...)
EDIT:
Also, periods all over the scenario objectives.
Kill enemy leader -> Kill the enemy leader
Leader in Sc2 has the same problem as the goblin leaders in Sc1.
You might want to change the hint about the mounted corpses, Wolf Riders turn now into wolf undead.
EDIT 2:
Velendar still lacks his ellipses (Sc3). So does Tormir.
EDIT 3:
Velendar Level 3:
The form of the skull atop of Velendars staff has changed. With the upgraded staff Veledar has gained the ability to heal zombies around him for 9HP, and upgraded leadership ability. (...)
EDIT 4:
Gorandor, Solaevin and Zaryal demand upkeep after leveling up. Link.
EDIT 5:
Sc4 enemy leaders suffer from the same problem as the Sc1&2 leaders.
- Aldarisvet
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Re: A Whim of Fate [SP Campaign]
Hi, Konrad, thank you for the feedback!
This is a major bug appeared in 1.14.
In fact it ruins my campaign.
I modify unit to 0/0 and then engine makes it 5/0, but only after recruiting! What's the heck???
Acutually I invented this zero turns theme and it worked fine in 1.12. The idea that "passive leader" AI is bad because the leader is not attacking even if a enemy unit stands close to the leader. And if I do nothing with leader often he goes to attack too early and so suicide.
I deleted the campaign from 1.14, it is only 1.12 now before I found a way to fix the bug. The fact is Chapter I was ready 2,5 year ago and was largely tested by players for years and I didn't expect anything like this at all.
Also I will check the grammar.
I never payed attention to this eclipse point. About the name - it is ok. It advances Nightmare->Dread->Horror->Terror ... Staff Wielder.
Thank you very much!
This is a major bug appeared in 1.14.
In fact it ruins my campaign.
I modify unit to 0/0 and then engine makes it 5/0, but only after recruiting! What's the heck???
Acutually I invented this zero turns theme and it worked fine in 1.12. The idea that "passive leader" AI is bad because the leader is not attacking even if a enemy unit stands close to the leader. And if I do nothing with leader often he goes to attack too early and so suicide.
I deleted the campaign from 1.14, it is only 1.12 now before I found a way to fix the bug. The fact is Chapter I was ready 2,5 year ago and was largely tested by players for years and I didn't expect anything like this at all.
Thank you, I will see.
Hmm. Why should they? I'll check.
Also I will check the grammar.
Last edited by Aldarisvet on January 6th, 2019, 4:54 pm, edited 1 time in total.
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My campaign:A Whim of Fate, also see it's prequel Zombies:Introduction
Art thread:Mostly frankenstains
My campaign:A Whim of Fate, also see it's prequel Zombies:Introduction
Art thread:Mostly frankenstains
Re: A Whim of Fate [SP Campaign]
It's still a bug though.I never payed attention to this eclipse point. About the name - it is ok. It advances Nightmare->Dread->Horror->Terror ... Staff Wielder.
Why not just move the modifying to turn 2?I deleted the campaign from 1.14, it is only 1.12 now before I found a way to fix the bug. The fact is Chapter I was ready 2,5 year ago and was largely tested by players for years and I didn't expect anything like this at all.
WML behavior changes.Hmm. Why should they? I'll check.
- Aldarisvet
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Re: A Whim of Fate [SP Campaign]
Thank you for your feedback.
I already was told exact about this idea, to create a cut-scene with dog a year ago. But I was busy finishing the campaign. The campaign is already full with cut-scenes actually and moreover with texts that can be converted to cut-scenes. May be I will return to this question later.
Well, it is a tactical campaign. Not an easy one. Just need to slowly accumulate zombies. I assure it is possible to finish it on hard without reloads, may be not from the first attempt because unluck in the very beginning may left you alone against level1 goblin. But in most cases you let them fight each other and then acquire 2 zombies from them.
But I already decided that for easy difficulty I would make Velendar level1 from the beginning.
I'm not a native English speaker, so probably you are right. Well, some goblins have defects, I just was speculating on this.
I need to work over this, I think I will ask the help in WML forum.
EDIT1:
"Knucklehead goblin tribe" would be ok I hope?
Last edited by Aldarisvet on January 6th, 2019, 7:41 pm, edited 1 time in total.
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My campaign:A Whim of Fate, also see it's prequel Zombies:Introduction
Art thread:Mostly frankenstains
My campaign:A Whim of Fate, also see it's prequel Zombies:Introduction
Art thread:Mostly frankenstains
- Aldarisvet
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Re: A Whim of Fate [SP Campaign]
I was not able to fix the problem immediately, instead I went to skate with my youngest son. And while skating I got what was the problem! I've just came home and voila - it's worked!!! The problem is that a unit have an inital stock of moves. I should null not only the max number of moves but actual number of moves left either!Konrad2 wrote: ↑January 6th, 2019, 1:12 pmWhy not just move the modifying to turn 2?I deleted the campaign from 1.14, it is only 1.12 now before I found a way to fix the bug. The fact is Chapter I was ready 2,5 year ago and was largely tested by players for years and I didn't expect anything like this at all.
That code was perfectly working on 1.12, but failed in 1.14
Code: Select all
[modify_unit]
[filter]
id=harfff, farhhh
[/filter]
max_moves=0
[/modify_unit]
Code: Select all
[modify_unit]
[filter]
id=harfff, farhhh
[/filter]
max_moves=0
moves=0
[/modify_unit]
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My campaign:A Whim of Fate, also see it's prequel Zombies:Introduction
Art thread:Mostly frankenstains
My campaign:A Whim of Fate, also see it's prequel Zombies:Introduction
Art thread:Mostly frankenstains
Re: A Whim of Fate [SP Campaign]
Did you test it yet? I tried that after reporting the bug, but it didn't work for me. :/
EDIT:
Apparently I just forgot to load the updated code before testing it. It works.
EDIT:
Apparently I just forgot to load the updated code before testing it. It works.
- Aldarisvet
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Re: A Whim of Fate [SP Campaign]
Of course it works. I've just uploaded 1.0.0a version to the server with the bug and other issues fixed.
Also I tried to replay the first scenario at Hard without replays. I played very carefully and it took exactly 55 turns.
I must say I totally forgot how to play this scenario because I failed to get upgraded Soulless Goblins. This means I will fail to pass the next scenario. But still it is not that hard at all even at Hard.
I want to pass Chapter I in 1.14 because getting zombie wolves isntead of mounted zombies will create differences.
So here is replay on 1.14 of the first scenario.
But actually Chapter I was largely feedbacked (including in this thread), I know everything is ok there. I want some people to pass the whole campaign (particulary, Chapter III), because main storyline things concentrated in the end.
- Attachments
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- AWOF-Poor goblins replay.gz
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facebook.com/wesnothian/ - everyday something new about Wesnoth
My campaign:A Whim of Fate, also see it's prequel Zombies:Introduction
Art thread:Mostly frankenstains
My campaign:A Whim of Fate, also see it's prequel Zombies:Introduction
Art thread:Mostly frankenstains
Re: A Whim of Fate [SP Campaign]
Somehow the first two scenarios lack a scenario start file?
EDIT:
(How the heck am I supposed to win 'Winged Plains'?)
EDIT:
(How the heck am I supposed to win 'Winged Plains'?)
- Attachments
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- AWOF-Winged plains Turn 19.gz
- Welp.
- (60.22 KiB) Downloaded 455 times
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- AWOF-Poor goblins replay.gz
- Four soulless goblins for you.
- (32.21 KiB) Downloaded 452 times
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- AWOF-Useless poison replay.gz
- Lot's of wolves for me.
- (30.2 KiB) Downloaded 469 times
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- AWOF-Steady dwarves replay.gz
- Lot's of destroyed undead because trolls.
- (80.09 KiB) Downloaded 507 times
- Aldarisvet
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Re: A Whim of Fate [SP Campaign]
Wow cool! Thank you for replays! You already passed Chapter I? So fast?
Please continue the campaign with providing replays!!! Try to complete it! I badly need replays for Chapter III.
I've just watched the first replay.
The engine saying someting about debug mode and replays out of sync. Aside from that, as I see, you played the way it should be played.
And what you mean by
"the first two scenarios lack a scenario start file"?
Please continue the campaign with providing replays!!! Try to complete it! I badly need replays for Chapter III.
I've just watched the first replay.
The engine saying someting about debug mode and replays out of sync. Aside from that, as I see, you played the way it should be played.
And what you mean by
"the first two scenarios lack a scenario start file"?
Read this thread. This scenario is largely discussed here.
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My campaign:A Whim of Fate, also see it's prequel Zombies:Introduction
Art thread:Mostly frankenstains
My campaign:A Whim of Fate, also see it's prequel Zombies:Introduction
Art thread:Mostly frankenstains
Re: A Whim of Fate [SP Campaign]
I've been using debug mode to change the side of the leaders, give them moves and then move them to their keep. (Only later I found out that I can just increase their max moves and decrease it after they moved back to their keep. That's easier.)
Normally you get a 'Campaignacronym-Scenarioname' save file, which starts at the story screen once you load it. I can't find any though. :/
(Btw, the progess tracker (those red dots) on your journey map seem to track only your way from your last scenario to the next one. Is that intended?)
Normally you get a 'Campaignacronym-Scenarioname' save file, which starts at the story screen once you load it. I can't find any though. :/
(Btw, the progess tracker (those red dots) on your journey map seem to track only your way from your last scenario to the next one. Is that intended?)
- Aldarisvet
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Re: A Whim of Fate [SP Campaign]
Ah, so you started to play it before I fixed the bug. You fixed it manually, wow ))) Not so fast then )))
Oh really? Save starts on the story screen? I began making my campaign on 1.10 so may be I missed some new things.
I think I'll fix it, thank you. Payed little attention to it at the beginning, and later in Chapter III progress tracker losing much of its sense because heroes teleportate themself through the whole Great Continent and also to places that cannot be marked at the map.
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My campaign:A Whim of Fate, also see it's prequel Zombies:Introduction
Art thread:Mostly frankenstains
My campaign:A Whim of Fate, also see it's prequel Zombies:Introduction
Art thread:Mostly frankenstains
Re: A Whim of Fate [SP Campaign]
Something like this.Oh really? Save starts on the story screen? I began making my campaign on 1.10 so may be I missed some new things.
I've got a new problem. My mages do not arrive in Sc5.
...why the heck is 'shadow blast' an impact attack?
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- AWOF-Winged plains replay.gz
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- Aldarisvet
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Re: A Whim of Fate [SP Campaign]
Because it is indeed impact. Look here:
https://units.wesnoth.org/1.14/mainline ... 0Lord.html
My sworded shadow mages are classical wesnothian shadow mages, I just made them better.
I do not like these Marx-looking parodies that are now in Liberty.
Sprites may not so bad but they totally do not suit to Helicorm portrait.
You mean Karna, Solaevin and Velendar?
Another surprise from 1.14
But Volgast from the previous scenario is there. That is really strange. When I was testing in 1.14 killing enemy leaders in the debug mode always in the first turn all was ok.
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My campaign:A Whim of Fate, also see it's prequel Zombies:Introduction
Art thread:Mostly frankenstains
My campaign:A Whim of Fate, also see it's prequel Zombies:Introduction
Art thread:Mostly frankenstains
Re: A Whim of Fate [SP Campaign]
Huh. Indeed. I guess I never noticed that. I looks so arcane. xD
- Aldarisvet
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Re: A Whim of Fate [SP Campaign]
Never seen anyone tried such a strategy. My idea was totally different. Normally a player should not survive giving all villages to the enemy.
Last edited by Aldarisvet on January 6th, 2019, 10:29 pm, edited 1 time in total.
facebook.com/wesnothian/ - everyday something new about Wesnoth
My campaign:A Whim of Fate, also see it's prequel Zombies:Introduction
Art thread:Mostly frankenstains
My campaign:A Whim of Fate, also see it's prequel Zombies:Introduction
Art thread:Mostly frankenstains