Search found 13 matches

by catagent101
August 24th, 2020, 4:35 pm
Forum: Scenario & Campaign Development
Topic: After the Storm 0.10.11 [Wesnoth 1.14.x & 1.15.4+]
Replies: 606
Views: 251313

Re: After the Storm 0.10.10 [Wesnoth 1.14]

Iris wrote: August 24th, 2020, 6:19 am
catagent101 wrote: August 24th, 2020, 5:02 am Another bug. On E2 S11 A Final Confrontation, whenever units spawn on the starry chasm tiles during the bossfight, the following error occurs:
May I have a save right before this occurs?
Here you go.
by catagent101
August 24th, 2020, 5:02 am
Forum: Scenario & Campaign Development
Topic: After the Storm 0.10.11 [Wesnoth 1.14.x & 1.15.4+]
Replies: 606
Views: 251313

Re: After the Storm 0.10.10 [Wesnoth 1.14]

Another bug. On E2 S11 A Final Confrontation, whenever units spawn on the starry chasm tiles during the bossfight, the following error occurs: error scripting/lua: lua/helper.lua:253: bad argument #1 to 'random_func' (min > max) stack traceback: [C]: in local 'random_func' lua/helper.lua:253: in fie...
by catagent101
August 14th, 2020, 4:48 am
Forum: Scenario & Campaign Development
Topic: After the Storm 0.10.11 [Wesnoth 1.14.x & 1.15.4+]
Replies: 606
Views: 251313

Re: After the Storm 0.10.7 [Wesnoth 1.14]

So I've come across a somewhat strange bug. If you have an incompatible mod installed (as in one that outputs that it is incompatible to the console), various things (lua I think?) stop working even if the mod is not enabled during the campaign. For example, I had No Randomness Mod installed and I h...
by catagent101
March 30th, 2019, 12:09 am
Forum: Art Contributions
Topic: Dunefolk Rework - Base Units
Replies: 130
Views: 32507

Re: Dunefolk Rework - Base Units

For the burner it seems to me the original sprite had donned a protective cap of some sort (albeit with a few hairs sticking out) rather than exposed hair. I say this because given these units are spewing flames at their enemies at close range, it seems like without protection their hair would catch...
by catagent101
March 11th, 2018, 5:09 pm
Forum: Writers’ Forum
Topic: Dunefolk(previously Khalifate) race description
Replies: 472
Views: 90246

Re: Dunefolk(previously Khalifate) race description

About their popularity: I usually see at least one game whenever I go onto the 1.12 official server with Default + Khalifate (two right now). This doesn't count the Ageless Era and others that also include it.
by catagent101
March 10th, 2018, 12:03 am
Forum: Scenario & Campaign Development
Topic: Genesis 0.2.11 [1.14/1.15] [Ep 1 complete]
Replies: 343
Views: 103230

Re: Genesis [SP campaign for 1.12/1.13]

I found the problem. At line 6 in the file terrain3.cfg, in Genesis Resources, the wasteland terrain is defined as "Zw", not "Uzw". After I changed it, the problem was fixed. EDIT: Also done on line 7 in _final.cfg in Genesis Resources, which caused the graphics for the terrain not to load. EDIT 2: ...
by catagent101
February 21st, 2018, 9:02 pm
Forum: Faction & Era Development
Topic: Era of Magic (EoMa) 3.2.1
Replies: 1644
Views: 331528

Re: Era of Magic (EoMa) 2.5 - 10th Anniversary!

A typo: "No decription available" should be "No description available".
by catagent101
February 21st, 2018, 5:01 pm
Forum: Scenario & Campaign Development
Topic: To Lands Unknown 3.1.3a
Replies: 1013
Views: 225763

Re: To Lands Unknown v2.2 - a new scenario

A bug: the cave wall terrain defined in this campaign replaces the default cave wall terrain in the editor since it has the same id.
by catagent101
February 5th, 2018, 4:28 am
Forum: Writers’ Forum
Topic: Dunefolk(previously Khalifate) race description
Replies: 472
Views: 90246

Re: Dunefolk(previously Khalifate) race description

The one problem I have with the current proposal is that I don't see why trolls would be involved in fights over the desert animals, or fertile land (unless the Dunefolk have taken up mushroom farming). Maybe also "in part due to the demands of their dwarvish allies."? I think you've misunderstood ...
by catagent101
February 5th, 2018, 12:30 am
Forum: Writers’ Forum
Topic: Dunefolk(previously Khalifate) race description
Replies: 472
Views: 90246

Re: Dunefolk(previously Khalifate) race description

The one problem I have with the current proposal is that I don't see why trolls would be involved in fights over the desert animals, or fertile land (unless the Dunefolk have taken up mushroom farming). Maybe also "in part due to the demands of their dwarvish allies."?
by catagent101
February 4th, 2018, 7:23 pm
Forum: Writers’ Forum
Topic: Dunefolk(previously Khalifate) race description
Replies: 472
Views: 90246

Re: Dunefolk(previously Khalifate) race description

If that map is canon, then the dunefolk can just as easily reach the capital of wesnoth (weldyn) as they can reach the elves. Hmm, I can not recall whether or not that map is used in newer versions of the mainline campaign The South Guard ... The South Guard uses this map . [EDIT: I didn't look har...
by catagent101
February 2nd, 2018, 3:25 am
Forum: Writers’ Forum
Topic: Dunefolk(previously Khalifate) race description
Replies: 472
Views: 90246

Re: Dunefolk(previously Khalifate) race description

Before the subject of the (un)natural obstacles to the realm of the Dunefolk restarts, I would like to point something out. In the 4th scenario of SotA , some Dunefolk - merchants probably - are briefly seen running into the cargo hold, and the unit image used for them is called "khalif" in the file...