The Beautiful Child

Discussion and development of scenarios and campaigns for the game.

Moderators: Forum Moderators, Developers

Post Reply
vghetto
Posts: 180
Joined: November 2nd, 2019, 5:12 pm

Re: The Beautiful Child

Post by vghetto »

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
User avatar
Dugi
Posts: 4960
Joined: July 22nd, 2010, 10:29 am
Location: Carpathian Mountains
Contact:

Re: The Beautiful Child

Post by Dugi »

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
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.
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?
Done.
Spirit_of_Currents wrote:
December 6th, 2019, 7:23 am
2. I really liked the dialogue.
Thanks.
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 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
If it wasn't clear, my suggestions apply to Affably Evil and LotI as well.
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.
Fibon_44
Posts: 7
Joined: March 8th, 2018, 10:40 pm

Re: The Beautiful Child

Post by Fibon_44 »

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.
Attachments
TBC-Coming_of_the_Tide_Runde_4a.gz
Savefile 2: Workaround, game crashes after I leave Konrads keep
(510.92 KiB) Downloaded 75 times
TBC-Coming_of_the_Tide_Runde_3.gz
Savefile 1: Game crashes during AI turn
(498.87 KiB) Downloaded 72 times
User avatar
TorMac
Posts: 45
Joined: February 23rd, 2017, 2:13 pm

Re: The Beautiful Child

Post by TorMac »

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.
User avatar
TorMac
Posts: 45
Joined: February 23rd, 2017, 2:13 pm

Re: The Beautiful Child

Post by TorMac »

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.
User avatar
Dugi
Posts: 4960
Joined: July 22nd, 2010, 10:29 am
Location: Carpathian Mountains
Contact:

Re: The Beautiful Child

Post by Dugi »

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.
This seems to be a wesnoth 1.12 only problem. I tried it on 1.14 and there were no issues.
TorMac wrote:
February 27th, 2020, 5:34 am
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.
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.
TorMac wrote:
March 2nd, 2020, 6:53 pm
In scenario 3, I get an error code
Spoiler:
I fixed it. The fix will be included in the next update.
merithsage997
Posts: 3
Joined: June 28th, 2019, 12:49 am

Re: The Beautiful Child

Post by merithsage997 »

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?
Attachments
Screen Shot 2020-06-15 at 5.11.13 PM.png
vghetto
Posts: 180
Joined: November 2nd, 2019, 5:12 pm

Re: The Beautiful Child

Post by vghetto »

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]
Spoiler:
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.
Dugi wrote:
edwardspec wrote:
quote for notification.

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!
Dugi wrote:
March 6th, 2020, 6:00 pm
edwardspec wrote:
May 31st, 2020, 2:09 am
Quote for notification.
dwarftough
Posts: 49
Joined: August 4th, 2019, 5:27 pm

Re: The Beautiful Child

Post by dwarftough »

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
celendais
Posts: 1
Joined: May 9th, 2019, 6:08 pm

Re: The Beautiful Child

Post by celendais »

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??
User avatar
Dugi
Posts: 4960
Joined: July 22nd, 2010, 10:29 am
Location: Carpathian Mountains
Contact:

Re: The Beautiful Child

Post by Dugi »

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?
No, it was a bug, the code for making a side neutral changed and I have not correctly updated the code in that scenario.
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]
I thought that using a [story] would not fit a single message announcement quite well. Do you want me to change it?
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.
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
Edit3: I don't think I got the notification right the previous time, so take 2. hopefully i'm not failing ... again :)
I did receive the notification, but I wasn't reading the forums because I was working on another project.

________________
I have released an update mainly fixing the Goonville merchants.
Post Reply