RELEASE: Coming of the Storm - v0.3.2- 10.07.2020

Discussion and development of scenarios and campaigns for the game.

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TrashMan
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Re: RELEASE: Coming of the Storm - v0.1.7 - 14.03.2019

Post by TrashMan »

Konrad2 wrote: March 16th, 2019, 5:39 pm And the question I'm asking is, why did you not also edit their theoretical advancements so there is are garrisoned lvl 3 units. So the lvl 2 units could advance.
Mostly because it wasn't necessary.
They still have the AMLA so they get healed and get bonus HP

You've set up a scenario that's very luck reliant and don't want to fix it.
The test was 2 days ago. I will fix it in the next update (Lotion and Ellderon will be auto moved a bit further back and more fodder will be added to prevent turn 1 kill).
Which will also fix the sound file size issue (I got it down by 40% without any quality loss)
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Re: RELEASE: Coming of the Storm - v0.1.7 - 14.03.2019

Post by white_haired_uncle »

Neat campaign. Pretty fun. I played on easy and it was pretty consistent in difficulty, except for Into the Dark and Lucky Meeting (comments included along with the proofreads). The last level was pretty brutal, probably because I was fooled by the
Spoiler:
Revelation has serious issues. The objectives don't update, so the player doesn't know what the next task is, and I couldn't get the final event to trigger.

The epilogue blows up at the beginning. You can see the error at the end of the attached log.

Lots of missing images. This thread may help with some...

https://forums.wesnoth.org/viewtopic.ph ... &start=105
Attachments
wesnoth-20190314-191848-356.log.gz
(7.86 KiB) Downloaded 313 times
cots2.txt
(3.39 KiB) Downloaded 292 times
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Adamant14
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Re: RELEASE: Coming of the Storm - v1.6 - 14.03.2019

Post by Adamant14 »

Konrad2 wrote: March 14th, 2019, 2:29 pm I heavily advise you to start your campaign at least once before uploading it.
One more time. :augh:
Author of Antar, Son of Rheor ( SP Campaign) | Development Thread + Feedback Thread + Replays of ASoR
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Re: RELEASE: Coming of the Storm - v0.1.7 - 14.03.2019

Post by TrashMan »

white_haired_uncle wrote: March 17th, 2019, 11:23 pm Lots of missing images. This thread may help with some...
If you're using 0.1.8, something got extremely broken and I don't know what yet.
The campaign refuses to load half the files, at one point it disapeared from the campaign list and gives me errors on files I didn't touch.

ATM, I cannot even start a campaign until I figure out WTF is going on.

Thanks for the feedback. Fixing everything you mentioned
Last edited by TrashMan on March 18th, 2019, 3:35 pm, edited 1 time in total.
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Re: RELEASE: Coming of the Storm - v1.6 - 14.03.2019

Post by TrashMan »

Adamant14 wrote: March 18th, 2019, 10:16 am
Konrad2 wrote: March 14th, 2019, 2:29 pm I heavily advise you to start your campaign at least once before uploading it.
One more time. :augh:
Thing is, I loaded a mission (05, was testing the re-balancing and moving the player further away to help him escape) and it worked, so didn't think much because I only tweaked a few minor things that shouldn't cause any issues (like changing some text in the campaign credits), fixing holy water damage type, various spelling typos and so on.
Then it turns out the next mission didn't load since the game can't find the map for some reason. Ever since then I've been getting bizzare errors.
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Re: RELEASE: Coming of the Storm - v0.1.7 - 14.03.2019

Post by TrashMan »

white_haired_uncle wrote: March 17th, 2019, 11:23 pm Neat campaign. Pretty fun.
Can you please tell me what version you have?
I'm trying to figure out if the issue I have are local. ATM I cannot start a caapign to test it
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Re: RELEASE: Coming of the Storm - v0.1.7 - 14.03.2019

Post by Ravana »

Sounds like corrupted cache.
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Re: RELEASE: Coming of the Storm - v0.1.7 - 14.03.2019

Post by white_haired_uncle »

TrashMan wrote: March 18th, 2019, 4:08 pm
white_haired_uncle wrote: March 17th, 2019, 11:23 pm Neat campaign. Pretty fun.
Can you please tell me what version you have?
I'm trying to figure out if the issue I have are local. ATM I cannot start a caapign to test it
I played 0.1.7.

I just tried 0.1.9 and it wouldn't start until I removed the newline before #enddef for the first two abilities.
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Re: RELEASE: Coming of the Storm - v0.1.7 - 14.03.2019

Post by Konrad2 »

0.1.9

Code: Select all

The following add-on had errors and could not be loaded:
    ~/add-ons/COTS/_main.cfg

Please report this to the author or maintainer of this add-on.

Details:

    Unexpected characters at line start
    at ~add-ons/COTS/units/Crusader.cfg:20
        included from ~add-ons/COTS/_main.cfg:82
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Re: RELEASE: Coming of the Storm - v0.1.7 - 14.03.2019

Post by TrashMan »

white_haired_uncle wrote: March 18th, 2019, 6:58 pm I played 0.1.7.

I just tried 0.1.9 and it wouldn't start until I removed the newline before #enddef for the first two abilities.
Wait, what EXACTLY did you remove?
Light travels much faster than sound, that's why some people seem bright until you hear them speak.

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Re: RELEASE: Coming of the Storm - v0.1.7 - 14.03.2019

Post by white_haired_uncle »

TrashMan wrote: March 18th, 2019, 7:40 pm
white_haired_uncle wrote: March 18th, 2019, 6:58 pm I played 0.1.7.

I just tried 0.1.9 and it wouldn't start until I removed the newline before #enddef for the first two abilities.
Wait, what EXACTLY did you remove?
Bad utils/COTS_abilities.cfg:

Code: Select all

#define SPECIAL_NOTES_INSPIRE
    _" The presence of this unit inspires own units next to it to deal more damage in combat, though this only applies to units of lower or equal level."
#enddef

#define SPECIAL_NOTES_FEARLESS
    _"This unit is fearless in battle, having no morale or battle penalties regardless of time of day."
#enddef
Good:

Code: Select all

#define SPECIAL_NOTES_INSPIRE
    _" The presence of this unit inspires own units next to it to deal more damage in combat, though this only applies to units of lower or equal level."#enddef

#define SPECIAL_NOTES_FEARLESS
    _"This unit is fearless in battle, having no morale or battle penalties regardless of time of day."#enddef
EDIT: 0.1.9 originally failed to start, complaining about Crusader.cfg line 20. I really should have at least mentioned that.
Last edited by Pentarctagon on March 18th, 2019, 8:28 pm, edited 1 time in total.
Reason: [c] -> [code]
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Re: RELEASE: Coming of the Storm - v0.1.7 - 14.03.2019

Post by TrashMan »

Thanks. Fixing now.

Oddly enough, I can't get the elipse to work, since he image file is nowhere to be found in core. WTF??
Light travels much faster than sound, that's why some people seem bright until you hear them speak.

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Re: RELEASE: Coming of the Storm - v0.1.7 - 14.03.2019

Post by white_haired_uncle »

TrashMan wrote: March 18th, 2019, 9:03 pm Thanks. Fixing now.

Oddly enough, I can't get the elipse to work, since he image file is nowhere to be found in core. WTF??
Sorry, I gave you what might be a link to the fix. The actual description might help as well. It was on the preceding page in that thread. If you start with my second post on the following page and read forward, you'll get a description, some background, and then hopefully a fix.

https://forums.wesnoth.org/viewtopic.ph ... 8&start=90
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Re: RELEASE: Coming of the Storm - v0.2.0 - 18.03.2019

Post by Konrad2 »

0.2.0 starts at least and seems to work. (Excluding the ellipses.)

EDIT:
Betrayal
Lotion is moved at the start on an enemy village (and does not capture it).

EDIT 2:
Do your traits have for every unit the same chance of being picked?
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