1.18 SP Campaign - Bad Moon Rising
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Re: 1.14 SP Campaign - Bad Moon Rising
Just for clarification, are you talking about the world map or skirmishes? Wesnoth currently crashes my WM so I'm not testing anything, but glancing at the .cfg file shows there is a macro for winter schedule, at least.
I see that sometimes too, I have no idea what causes it. I haven't looked too hard though.
No, because it isn't. There is carryover to Part 3, and I wasn't sure how that would play out, or should play out. I'm still not sure...Konrad2 wrote: ↑December 19th, 2018, 10:25 pm EDIT 3:
No 'this is the last scenario, spend all your gold' hint. :/ It would have been good to know that there won't be a carry over to the 'next' scenario, so the player won't end this one with 812 gold left. Which makes a lot of difference in the way you play of course. ^^
They used to have a keep, they may again some day. In the mean time, I don't see how it matters.
You can if you want, it makes no difference. Story-wise, the fact that they show up and the elfs are kicking you out of the neighborhood is all that matters.
No problem, I know the feeling. Thanks for the comments up to now.
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
| Abandoned: Tales of the Setting Sun
GitHub link for these projects
Re: 1.14 SP Campaign - Bad Moon Rising
World map, but the .cfg file is enough of a confirmation for me. I noticed recently that the 'dawn' time of day is pretty bright itself, so I ürobably just confused it for daylight.
It's either the 'Mark or unmark unit' or the 'Unit Status'. I'd guess it's the mark, because that's the one with the most recent changes, right?
Well, I can confirm that the carryover does not work. I ended the last scenario of BMR2 with 812 gold and started the first scenario of BMR3 with 150 gold.
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Re: 1.14 SP Campaign - Bad Moon Rising
Thanks for the reply, Doofus. Just since I am new to the forums, can you give me a hint as to what would have been the right thread for my question?
'Good and ill have not changed since yesteryear; nor are they one thing among Elves and Dwarves and another among Men.' Aragorn to Eomer The Lord of the Rings
Re: 1.14 SP Campaign - Bad Moon Rising
Archaic Era.Dragon-Friend wrote: ↑December 24th, 2018, 7:25 pm Thanks for the reply, Doofus. Just since I am new to the forums, can you give me a hint as to what would have been the right thread for my question?
https://forums.wesnoth.org/viewtopic.php?f=19&t=27740
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Re: 1.14 SP Campaign - Bad Moon Rising
Can someone help me with a problem? Game crashes to the desktop when loading the first mission. I ran steam version.
Re: 1.14 SP Campaign - Bad Moon Rising
There was a crash in the second scenario (counting the cutscene as the first scenario) that's already fixed for 1.14.6: https://github.com/wesnoth/wesnoth/issues/3599
1.14.6 will be released later this month.
1.14.6 will be released later this month.
Re: 1.14 SP Campaign - Bad Moon Rising
It seems that between Part 2 and Part 3 every single equipped item is moved to the inventory. Is that intended?
EDIT:
*every item equipped to my heroes and apparently to some of my units...? I don't see the pattern.
But I can say for that my heroes got unequipped.
EDIT:
*every item equipped to my heroes and apparently to some of my units...? I don't see the pattern.
But I can say for that my heroes got unequipped.
Re: 1.14 SP Campaign - Bad Moon Rising
No, that would be strange. I don't remember that happening to me, and a look at my ~month old save data shows the equipment stored in the units, not the inventory. If you give me the P2 epilogue save if one is created (I don't recall), or one from the end of the previous scenario if not, I might be able to say more.Konrad2 wrote: ↑February 15th, 2019, 8:45 am It seems that between Part 2 and Part 3 every single equipped item is moved to the inventory. Is that intended?
EDIT:
*every item equipped to my heroes and apparently to some of my units...? I don't see the pattern.
But I can say for that my heroes got unequipped.
If I understand what you are referring to, I don't think I did anything really special, just gave them a lot of experience. Some events may cause them to advance automatically, but start/prestart probably don't.
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
| Abandoned: Tales of the Setting Sun
GitHub link for these projects
Re: 1.14 SP Campaign - Bad Moon Rising
So, it looks like I probably just unequipped all my units back then and forgot about it, the epilogue shows as much as well.doofus-01 wrote: ↑February 15th, 2019, 3:30 pm No, that would be strange. I don't remember that happening to me, and a look at my ~month old save data shows the equipment stored in the units, not the inventory. If you give me the P2 epilogue save if one is created (I don't recall), or one from the end of the previous scenario if not, I might be able to say more.
But I checked the replay of the scenario before and the replay is throwing errors at me.
Code: Select all
20190215 20:17:49 error scripting/lua: ~add-ons/Bad_Moon_Rising/lua/equipment_write.lua:172: variable 'old_gear_id' must be assigned before being used
stack traceback:
[C]: in function '.error'
lua/ilua.lua:131: in metamethod '__index'
~add-ons/Bad_Moon_Rising/lua/equipment_write.lua:172: in field 'remove'
~add-ons/Bad_Moon_Rising/lua/Status_Test.lua:193: in local 'call_to_pool'
~add-ons/Bad_Moon_Rising/lua/Status_Test.lua:248: in field 'new'
[string "..."]:2: in local 'bytecode'
lua/wml-tags.lua:272: 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>
20190215 20:17:49 error replay: found dependent command in replay while is_synced=false
I guess I unequipped something and my replay can't handle it. Maybe?
Re: 1.14 SP Campaign - Bad Moon Rising
Ah, OK. I thought there might have been some more complex editing, but the simpler solutions are the better ones usually.
Re: 1.14 SP Campaign - Bad Moon Rising
Is it normal that this Skirmish ends before I've defeated all enemies on the map?
EDIT:
Description of 'Lethal' when I hover over it with my mouse:
unit is has higher dmg, [...]
Orcish Forces
It's possible for a decorative stone to cover the 'go here' icon.
EDIT:
Are you happy/fine/something positive with how I numbered your scenarios here?
(Tbh your ids are not that helpful. xD)
EDIT:
Description of 'Lethal' when I hover over it with my mouse:
unit is has higher dmg, [...]
Orcish Forces
It's possible for a decorative stone to cover the 'go here' icon.
EDIT:
Are you happy/fine/something positive with how I numbered your scenarios here?
(Tbh your ids are not that helpful. xD)
- Attachments
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- BMR3-Skirmish replay.gz
- (78.58 KiB) Downloaded 338 times
Re: 1.14 SP Campaign - Bad Moon Rising
Sorry I missed this post, I will check.
Ahem... I will check it out.
TBH, I didn't create them with this in mind. I guess that numbering makes sense. Just a heads-up that there may be issues with replays because of the Lua/GUI2 menus, I think I need to go back and restructure things with wesnoth.synchronize_choice(). Replays have been trouble, they were broken in mainline for a long time back when I was more active, so I've always blown them off. Now it's hard to get motivated to fix Lua/GUI2 stuff when I know it's all a dead end. (I don't mean to sound too negative, let's see where Project Haldric goes.)
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
| Abandoned: Tales of the Setting Sun
GitHub link for these projects
Re: 1.14 SP Campaign - Bad Moon Rising
The Pit - Revisited
stoic
unit is has higher resistance to all attacks and higher hitpoints.
+12 hp
massive
unit is has...
weapon: +2 dmg
+8 hp
Both descriptions are missing some kind of +x type resistance.
'massive' also lacks a period to end the description (inconsistent with the other 2 traits you made).
EDIT:
I think something went wrong with the enemy flags in this scenario. I can't see them. (Village is captured by the nemy but no flag is visible.)
Spoiler:
unit is has higher resistance to all attacks and higher hitpoints.
+12 hp
massive
unit is has...
weapon: +2 dmg
+8 hp
Both descriptions are missing some kind of +x type resistance.
'massive' also lacks a period to end the description (inconsistent with the other 2 traits you made).
EDIT:
I think something went wrong with the enemy flags in this scenario. I can't see them. (Village is captured by the nemy but no flag is visible.)
Re: 1.14 SP Campaign - Bad Moon Rising
Good old cut & paste. It works for so many things, including propagating typos. Thanks.
BTW, since you are active on github, maybe you can post issues there, so I don't forget? Assuming it's equal effort on your part, of course. (Link is in my signature.)
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
| Abandoned: Tales of the Setting Sun
GitHub link for these projects