Septere of Fire
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- Asian_Invasion3000
- Posts: 5
- Joined: July 20th, 2010, 10:00 pm
Septere of Fire
I need some help please. In the Heir to the Throne campaign, in the Septere of Fire, The Septere is in a wall. What should I do?
Re: Septere of Fire
Try restarting the scenario from the saved game that comes before turn 1.
Author of the unofficial UtBS sequels Invasion from the Unknown and After the Storm.
- Captain_Wrathbow
- Posts: 1664
- Joined: June 30th, 2009, 2:03 pm
- Location: Guardia
Re: Septere of Fire
Wow, never heard of that happening before...
What version of wesnoth are you on?
Ninja'd but I'll post anyway.
What version of wesnoth are you on?
A poor solution
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- Inactive Developer
- Posts: 2461
- Joined: August 15th, 2008, 8:46 pm
- Location: Germany
Re: Septere of Fire
How can it be in a wall ? This is a bug.
projects (BfW 1.12):
A Simple Campaign: campaign draft for wml starters • Plan Your Advancements: mp mod
The Earth's Gut: sp campaign • Settlers of Wesnoth: mp scenario • Wesnoth Lua Pack: lua tags and utils
updated to 1.8 and handed over: A Gryphon's Tale: sp campaign
A Simple Campaign: campaign draft for wml starters • Plan Your Advancements: mp mod
The Earth's Gut: sp campaign • Settlers of Wesnoth: mp scenario • Wesnoth Lua Pack: lua tags and utils
updated to 1.8 and handed over: A Gryphon's Tale: sp campaign
Re: Septere of Fire
IIRC that won't really work since Wesnoth seems to understand the concept of "infinite" movement costs expressed with incredibly high numbers.Captain_Wrathbow wrote:There's probably a better solution, but one way would be to use debug mode to give one unit temporarily superhigh movement so it can get the sceptre and you can continue the campaign.
In any case, yes, it's a bug. Thank you Captain Obvious.
Restarting the scenario should help in any case since the map is randomly generated at the start.
Author of the unofficial UtBS sequels Invasion from the Unknown and After the Storm.
- Captain_Wrathbow
- Posts: 1664
- Joined: June 30th, 2009, 2:03 pm
- Location: Guardia
Re: Septere of Fire
Wait, I don't get it. The way terrain is made impassible is by setting the movement cost to 99, right? So if you have a unit with more than 99 movement points, it is capable of passing through walls.
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- Inactive Developer
- Posts: 2461
- Joined: August 15th, 2008, 8:46 pm
- Location: Germany
Re: Septere of Fire
Well, you reacted like it was just normal to restart this scenario sometimes after finding the sceptre in a wall.
I have a solution for you without the need to restart:
:debug
:lua wesnoth.set_terrain(x, y, "Gg")
:nodebug
Insert the sceptre's coordinates for x,y and this turns the location into moveable grassland.
I have a solution for you without the need to restart:
:debug
:lua wesnoth.set_terrain(x, y, "Gg")
:nodebug
Insert the sceptre's coordinates for x,y and this turns the location into moveable grassland.
projects (BfW 1.12):
A Simple Campaign: campaign draft for wml starters • Plan Your Advancements: mp mod
The Earth's Gut: sp campaign • Settlers of Wesnoth: mp scenario • Wesnoth Lua Pack: lua tags and utils
updated to 1.8 and handed over: A Gryphon's Tale: sp campaign
A Simple Campaign: campaign draft for wml starters • Plan Your Advancements: mp mod
The Earth's Gut: sp campaign • Settlers of Wesnoth: mp scenario • Wesnoth Lua Pack: lua tags and utils
updated to 1.8 and handed over: A Gryphon's Tale: sp campaign
Re: Septere of Fire
Since he didn't say, I'm assuming he has some really old version, because in 1.8 there's a bit of code which should erase all cavewall in the vicinity of the scepter.
- Captain_Wrathbow
- Posts: 1664
- Joined: June 30th, 2009, 2:03 pm
- Location: Guardia
Re: Septere of Fire
I see that there are better solutions, but I still don't understand why mine won't work.
Re: Septere of Fire
I don't know. I tried giving a unit 1000 moves to see if it'd work and it didn't - although the walls and such weren't darkened anymore, I still couldn't move on them. There must be something else than just move costs.
Jazz is not dead, it just smells funny - Frank Zappa
Current projects: Internet meme Era, The Settlers of Wesnoth
Current projects: Internet meme Era, The Settlers of Wesnoth
- Asian_Invasion3000
- Posts: 5
- Joined: July 20th, 2010, 10:00 pm
Re: Septere of Fire
I have the 1.3.12 version...but i don't know how to update.
I'll try the debug code.
I've restarted the scenario plenty of times and it was still in the same wall in the same spot.
Bug, I think so...How to get rid of it? No idea...But I would like to thank all who posted. Please keep them coming and I will do my best to return the favor.
I'll try the debug code.
I've restarted the scenario plenty of times and it was still in the same wall in the same spot.
Bug, I think so...How to get rid of it? No idea...But I would like to thank all who posted. Please keep them coming and I will do my best to return the favor.
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- Posts: 1549
- Joined: June 18th, 2009, 1:45 am
Re: Septere of Fire
You don't update. You just download a new copy.
- Asian_Invasion3000
- Posts: 5
- Joined: July 20th, 2010, 10:00 pm
Re: Septere of Fire
I checked the website and ...nevermind i got it hahah i feel smart
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- Posts: 1549
- Joined: June 18th, 2009, 1:45 am
Re: Septere of Fire
Though keep in mind that your saves with 1.3 will not be compatibile with 1.8. So you'll have to restart the campaign.
- Speedbrain
- Posts: 137
- Joined: August 10th, 2009, 9:51 pm
- Location: Utah, USA
Re: Septere of Fire
But as you're redoing the campaign, enjoy the new artwork and many other changes that have taken place since 1.3.12.