Conquest Minus
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Re: Conquest Minus
My stderr - file.
( Game freezes when the objectives screen opens, SlowThinker offered to have a look at it. )
( Game freezes when the objectives screen opens, SlowThinker offered to have a look at it. )
Spoiler:
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Re: Conquest Minus
It looks your problem is caused by this Wesnoth bug: Known issues.tauno wrote:Game freezes when the objectives screen opens
In order to avoid this problem I will reduce the text in the Objective window.
Last edited by SlowThinker on January 26th, 2011, 12:20 pm, edited 2 times in total.
I work on Conquest Minus • I use DFoolWide, Retro Terrain Package and the add-on 'High Contrast Water'
I moved to Nosebane's corner (Doc Paterson's signature); I am spending my time there, so PM me if I don't answer your post in forums
I moved to Nosebane's corner (Doc Paterson's signature); I am spending my time there, so PM me if I don't answer your post in forums
Re: Conquest Minus
That bug seems to explain the symptoms.
I'll try hitting enter next time it occurs.
I'm not sure it's caused by a low screen resolution though.
I've checked mine and it's 1366 x 768.
( Not that I'm all that clear on what that means, but it seems quite high :p )
I'll try hitting enter next time it occurs.
I'm not sure it's caused by a low screen resolution though.
I've checked mine and it's 1366 x 768.
( Not that I'm all that clear on what that means, but it seems quite high :p )
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Conquest Minus 3.0.4
Conquest Minus 3.0.4
for players:
Changes that affect the game mechanics:
Changes that don't affect the game mechanics:
for map creators:
the code for teleports needn't be in the .cfg file (...like it was in previous Conquest- versions; see any map with teleports in Conquest- 3.0),
now definitions of teleports by [teleport]...[/teleport] are sufficient
for players:
Changes that affect the game mechanics:
- bug removed: the capitol mode was buggy on maps where dwarves weren't recruited
- bug removed: Elvish Enchantress had a 40% forest defense only, and preserved a ranged attack
- Slight changes of these maps:
- Europe: city names have been repaired, Helsinki and Palermo can recruit on turn 1
- Surdmark with teleports: the map has been changed slightly around the western teleports
- Improved teleports: labels have been added, a right-click command "Scroll to target" has been added
the code for teleports needn't be in the .cfg file (...like it was in previous Conquest- versions; see any map with teleports in Conquest- 3.0),
now definitions of teleports by [teleport]...[/teleport] are sufficient
Last edited by SlowThinker on April 14th, 2011, 9:26 am, edited 5 times in total.
I work on Conquest Minus • I use DFoolWide, Retro Terrain Package and the add-on 'High Contrast Water'
I moved to Nosebane's corner (Doc Paterson's signature); I am spending my time there, so PM me if I don't answer your post in forums
I moved to Nosebane's corner (Doc Paterson's signature); I am spending my time there, so PM me if I don't answer your post in forums
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a map repaired
A bug (a missing bonus) has been repaired in the map of The Rings
I work on Conquest Minus • I use DFoolWide, Retro Terrain Package and the add-on 'High Contrast Water'
I moved to Nosebane's corner (Doc Paterson's signature); I am spending my time there, so PM me if I don't answer your post in forums
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Conquest Minus 3.0.5
Conquest Minus 3.0.5
Changes that affect the game mechanics:
Changes that affect the game mechanics:
none
Changes that don't affect the game mechanics:
Teleports: the right-click command "Scroll to target" has been removed, because WML doesn't allow that the scrolling works only for the player who's turn is under way.
Last edited by SlowThinker on April 14th, 2011, 9:27 am, edited 3 times in total.
I work on Conquest Minus • I use DFoolWide, Retro Terrain Package and the add-on 'High Contrast Water'
I moved to Nosebane's corner (Doc Paterson's signature); I am spending my time there, so PM me if I don't answer your post in forums
I moved to Nosebane's corner (Doc Paterson's signature); I am spending my time there, so PM me if I don't answer your post in forums
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Known issues
Known issues
autolabels don't work after a save/reload process - this bug affects Wesnoth 1.12 only
how to solve it: right-click and use "Hide system labels" + "Restore system labels"
Details: https://gna.org/bugs/index.php?23579
(this is a Wesnoth bug)
any attack can be ordered from an adjacent hex only - this bug affects Wesnoth 1.12 only
Details: https://gna.org/bugs/?22988
(this is a Wesnoth bug)
units of Neutrals can heal over their maximal hitpoints
An example: a dwarven militia with 39 HP and 45 maximal HP will heal +10 hitpoints this way: 39+10 = 49 HP , athough it should end at 45 HP. (next turn it will stay at 49 HP)
(this is a Wesnoth bug)
mismatch in vision of sides
If a player leaves a game, other players can get the vision of his side. (The hosting player can repair this problem by applying the ':control' command on affected players)
(this is a Wesnoth bug)
replays in a debug mode show warnings
If you run Wesnoth in the debug mode and replay a game that has ben reloaded (i.e. it was saved, reloaded, continued and saved again) then you get warnings 'checksum mismatch' in the chat area after attacks.
autolabels don't work after a save/reload process - this bug affects Wesnoth 1.12 only
how to solve it: right-click and use "Hide system labels" + "Restore system labels"
Details: https://gna.org/bugs/index.php?23579
(this is a Wesnoth bug)
any attack can be ordered from an adjacent hex only - this bug affects Wesnoth 1.12 only
Details: https://gna.org/bugs/?22988
(this is a Wesnoth bug)
units of Neutrals can heal over their maximal hitpoints
An example: a dwarven militia with 39 HP and 45 maximal HP will heal +10 hitpoints this way: 39+10 = 49 HP , athough it should end at 45 HP. (next turn it will stay at 49 HP)
(this is a Wesnoth bug)
mismatch in vision of sides
If a player leaves a game, other players can get the vision of his side. (The hosting player can repair this problem by applying the ':control' command on affected players)
(this is a Wesnoth bug)
replays in a debug mode show warnings
If you run Wesnoth in the debug mode and replay a game that has ben reloaded (i.e. it was saved, reloaded, continued and saved again) then you get warnings 'checksum mismatch' in the chat area after attacks.
obsolete bugs
Last edited by SlowThinker on May 8th, 2015, 3:08 pm, edited 25 times in total.
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Teleports
Teleports
How teleports in Conquest Minus work
teleports in future
obsolete (for Conquest- 3.1.11 and bellow)
How teleports on the Surdmark map are placed
Last edited by SlowThinker on February 28th, 2014, 1:16 pm, edited 9 times in total.
Re: Conquest Minus
I have one, possibly two bugs to report.
1) In standard mode, after giving each player an equal amount of villages, all remaining villages are filled with a player 1 militia, but player one doesn't get control of the extra villages.
2)I'm not really sure how important this is, but it seems like the start color of player 5 has been changed to teal (not a big deal) and the same happens to player 6, which is now orange. So players 6 and 7 are both orange. Player 8 was white, but it didn't cause a problem since I tested it in a standard game.
EDIT:
3)The text about how the game will kick players without Ageless Era seems to also appear on maps that don't have Kalifa.
1) In standard mode, after giving each player an equal amount of villages, all remaining villages are filled with a player 1 militia, but player one doesn't get control of the extra villages.
2)I'm not really sure how important this is, but it seems like the start color of player 5 has been changed to teal (not a big deal) and the same happens to player 6, which is now orange. So players 6 and 7 are both orange. Player 8 was white, but it didn't cause a problem since I tested it in a standard game.
EDIT:
3)The text about how the game will kick players without Ageless Era seems to also appear on maps that don't have Kalifa.
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Re: Conquest Minus
What do you mean by 'the extra villages'?Lich_Lord wrote:1) In standard mode ...but player one doesn't get control of the extra villages.
(Yes, in the stardard mode all players get an equal number of villages, and the superfluous villages are given to the AI.)
I started to test it and I noticed:2) I'm not really sure how important this is, but it seems like the start color of player 5 has been changed to teal (not a big deal) and the same happens to player 6, which is now orange. So players 6 and 7 are both orange. Player 8 was white, but it didn't cause a problem since I tested it in a standard game.
If the host changes default colors in the "Create Game" window, then sometimes changes are not accepted correctly and some sides get wrong colors (and so two sides may get an equal color).
It looks like a bug of Wesnoth, not Conquest ... I will try to find out when the bug arises.
I never noticed this problem. On which map did you notice it?3)The text about how the game will kick players without Ageless Era seems to also appear on maps that don't have Kalifa.
I work on Conquest Minus • I use DFoolWide, Retro Terrain Package and the add-on 'High Contrast Water'
I moved to Nosebane's corner (Doc Paterson's signature); I am spending my time there, so PM me if I don't answer your post in forums
I moved to Nosebane's corner (Doc Paterson's signature); I am spending my time there, so PM me if I don't answer your post in forums
Re: Conquest Minus
What I mean is the superfluous villages, like a 6 player game on a map with 61 villages. What will happen is that all players will be given 10 villages, and then a militia will be placed on the 61st village. The militia that is placed on the 61st village is controled by player one, but they can't recruit from it on their turn. So player 1 will start with 10 villages, but 11 militia.SlowThinker wrote:What do you mean by 'the extra villages'?Lich_Lord wrote:1) In standard mode ...but player one doesn't get control of the extra villages.
(Yes, in the stardard mode all players get an equal number of villages, and the superfluous villages are given to the AI.)
I tested your lotr map, which doesn't have Kalifa in it, and yet warning box came up.SlowThinker wrote:I never noticed this problem. On which map did you notice it?3)The text about how the game will kick players without Ageless Era seems to also appear on maps that don't have Kalifa.
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Re: Conquest Minus
Strange, I just tried a test with the lotr map. the standard mode, 6 players:
- no kalifa warning
- 4 villages of 64 are AI=white (Did you change the default colors? maybe you got the color bug and side 1 and the AI side have equal colors?)
- no kalifa warning
- 4 villages of 64 are AI=white (Did you change the default colors? maybe you got the color bug and side 1 and the AI side have equal colors?)
I work on Conquest Minus • I use DFoolWide, Retro Terrain Package and the add-on 'High Contrast Water'
I moved to Nosebane's corner (Doc Paterson's signature); I am spending my time there, so PM me if I don't answer your post in forums
I moved to Nosebane's corner (Doc Paterson's signature); I am spending my time there, so PM me if I don't answer your post in forums
Re: Conquest Minus
Hmmm, maybe its because I don't have the most up to date version of conquest minus, right now I have 3.0.4 I think. Though, when I got the red militia, instead of white, they were controlled by player one.SlowThinker wrote:Strange, I just tried a test with the lotr map. the standard mode, 6 players:
- no kalifa warning
- 4 villages of 64 are AI=white (Did you change the default colors? maybe you got the color bug and side 1 and the AI side have equal colors?)
Re: Conquest Minus
Arrg, I am such an idiot. When I went to update conquest-, it deleted the .cfg I had made for my new map. Is there a way that I can recover the .cfg if it is gone from my version of conquest-? I still have a window of Wesnoth open that is accessing the cfg.
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Re: Conquest Minus
If the bug 1) and 3) will happen with 3.0.5 then let me know, I will send you a Conquest- with a debug window.
Save the game, then you can dig the cfg from the save (at least the part with [region]. All {macros} will be replaced by the code from definitions though).Lich_Lord wrote:Arrg, I am such an idiot. When I went to update conquest-, it deleted the .cfg I had made for my new map. Is there a way that I can recover the .cfg if it is gone from my version of conquest-? I still have a window of Wesnoth open that is accessing the cfg.
I work on Conquest Minus • I use DFoolWide, Retro Terrain Package and the add-on 'High Contrast Water'
I moved to Nosebane's corner (Doc Paterson's signature); I am spending my time there, so PM me if I don't answer your post in forums
I moved to Nosebane's corner (Doc Paterson's signature); I am spending my time there, so PM me if I don't answer your post in forums