1.8 SP Campaign: Trinity 0.0.17

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doofus-01
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Re: 1.8 SP Campaign: Trinity 0.0.10 (~15-20 scenarios)

Post by doofus-01 »

Do'h! I set it to that as I was testing the victory event, I forgot to set it back. I guess I will be sending an update soon. Hopefully by tomorrow. Thanks.
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adm
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Re: 1.8 SP Campaign: Trinity 0.0.10 (~15-20 scenarios)

Post by adm »

I thought you did it on purpose to make testing easier.

The part of the box where the victory conditions are listed was empty, not the entire box.

Your fix seems to work. Thanks

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humanressource
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Re: 1.8 SP Campaign: Trinity 0.0.10 (~15-20 scenarios)

Post by humanressource »

Hello there!

Great campaign, i must say. I like the map changings on Nemesis' and the Khthon-Branch. Nice flavour with that.

Few bugs i encountered so far:

"The Island" - On Each Load Game
Image

No idea what triggers this. It reappeared once again in the next Loyalist Scenario and was never to be seen again.

1st Human Scenario
Victory triggers if both characters get in the territory behind the North-South-Line marked by the keep-Hexes of the gate. Im OKwith that, since this makes it easier. But the Victory conditions say explicitely to go to the signpost.

"Rebirth" - 2nd Khthon Scenario
Loyal Units appear in the recall list and the loyal trait hops randomly between the units on each recall. Also there were some Elves I got posessed in that list, which eventually disappeared after some recalling.

Keep it up!
cheers
HR
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Ashtero
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Re: 1.8 SP Campaign: Trinity 0.0.10 (~15-20 scenarios)

Post by Ashtero »

humanressource wrote: No idea what triggers this. It reappeared once again in the next Loyalist Scenario and was never to be seen again.
Hmm, it appears practically every time I load my savegames, and usually much more warnings appear.

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doofus-01
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Re: 1.8 SP Campaign: Trinity 0.0.10 (~15-20 scenarios)

Post by doofus-01 »

humanressource wrote:No idea what triggers this. It reappeared once again in the next Loyalist Scenario and was never to be seen again
I think it has to do with having a dash in a unit type ID. I think... If that's what it is, the number of warnings would vary depending upon how many such units were in the save data. It might qualify as an engine bug.
humanressource wrote:Loyal Units appear in the recall list and the loyal trait hops randomly between the units on each recall. Also there were some Elves I got posessed in that list, which eventually disappeared after some recalling.
Something is wrong with that recall list, but I haven't had a chance to figure it out yet. The disappearing elves may have to do with sloppy filtering with [kill] tags and bad handling of when the khthon/elf advances, though I thought I'd fixed that in the latest version of Archaic_Era. Do you have a save file with one of the disappearing elves still on the list? Or do you remember if you leveled them up before they went away?

Thanks.

-----------
I'd hoped to send an update, but it will have to wait until tomorrow. If anyone wants to play the last scenario for more than 2 turns, just delete the line near the top of the scenario file (F1a_Onslaught.cfg, or something like that) that looks like this:

{TURNS 2 2 2}
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humanressource
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Re: 1.8 SP Campaign: Trinity 0.0.10 (~15-20 scenarios)

Post by humanressource »

Do you have a save file with one of the disappearing elves still on the list? Or do you remember if you leveled them up before they went away?
See attachment. Didn't level them up, just disappeared after some recruitments.

cheers
HR
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Tri-Rebirth-Auto-Save1.gz
First Round of Rebirth
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doofus-01
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Re: 1.8 SP Campaign: Trinity 0.0.10 (~15-20 scenarios)

Post by doofus-01 »

OK, I've figured out the cause of the units not getting removed from the recall list, though I do not understand why it did that. It is fixed in Trinity 0.0.11 and Archaic_Era 0.9.17. It is a bug with the units, not the scenario, so starting from anywhere but the very beginning of the campaign will not fix it, unfortunately.

The good news is that you can fix your save files by uncompressing them, opening with a text editor, and searching for "recall,post_". Every time you find that (should be once per Khthon unit), delete "recall," (comma included). Then you can continue without starting over.

I haven't dealt with the disappearing elves yet.
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adm
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Re: 1.8 SP Campaign: Trinity 0.0.10 (~15-20 scenarios)

Post by adm »

I just played "Rebirth" using Archaic Era 0.9.17 and Trinity 0.0.11 and as far as i can tell no elves disappeared from my recall list.

While i was playing i found a bug. The game continues if you kill Keldan before attacking the shyde leader with Echidna. With Keldan gone the scenario continues endlessly. I used the debug mode to see if Keldan is missing in the "High Lord" scenario. He isn't. You already know about the bugs in this scenario so no need to mention them again.

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Re: 1.8 SP Campaign: Trinity 0.0.10 (~15-20 scenarios)

Post by doofus-01 »

I thought I had the recall list thing figured out, but it seems I do not. Removing the recall events from Ashtero's savegames like I mentioned above does seem to fix the problem. But if I start a new game, leave the source of the recall events in, play the first two Khthon scenarios (using :cl), I have no problem with the recall list. So something else is going on. I also have unit IDs with hyphens in the [advances] blocks of the savegame, yet I do not get the error "Unexpected characters after variable name..." of the screenshot above (that's what the line numbers in <unkown> refer to, <unkown> is the savefile). So, the recall list issue, the error, and possibly the disappearing elves must be symptoms of something else. As I see it, there are two categories it could be:

1. Something has changed in BfW, Trinity, or Archaic_Era that makes games started in earlier versions defective in more recent versions.
I'm not sure what that could be, but at least the problem will disappear on its own, eventually.
2. There is some badly written event somewhere that corrupts the savegames in some subtle way that causes other misleading errors.
If this is what it is, I'm going to have a very difficult time finding it. Greatest chances are if play-testers can tell me when they first notice either the recall glitch or unexpected characters error, and attach the earliest savefile that has the problem. Even if someone has already posted the same scenario/turn/whatever, the data is probably not exactly the same. Thanks.
adm wrote:The game continues if you kill Keldan before attacking the shyde leader with Echidna
I'll have to make sure that is not possible. Thanks.
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Tet
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Re: 1.8 SP Campaign: Trinity 0.0.10 (~15-20 scenarios)

Post by Tet »

I got a crazy error code trying to start. I did a new download, but the version has not changed sinced. It was a missing closing tack which was not to locate and could mean everything from my limited experience.
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adm
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Re: 1.8 SP Campaign: Trinity 0.0.10 (~15-20 scenarios)

Post by adm »

After some testing i think i know what's causing the error. The error appears when one of your "South-Seas" units is killed. The entries of the death of the unit in the savefile are what's causing the error.

While i do get this error message i do not have a problem with the loyal trait or with elves disappearing from my recall list.

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Re: 1.8 SP Campaign: Trinity 0.0.10 (~15-20 scenarios)

Post by doofus-01 »

adm wrote:The error appears when one of your "South-Seas" units is killed. The entries of the death of the unit in the savefile are what's causing the error.
The errors are for any unit IDs with a hyphen that show up in the statistics. So a killed South-Seas unit will do it, like you say. An Ophis advancing to Ophis-Magnum will do it. I've recreated this in Heir to the Throne, so it is not a bug being caused by some other bug in Archaic Era or Trinity. Whether it is itself causing the other bugs, I do not know. (And I don't know why I thought I wasn't able to get the errors in my last post). So, Trinity appears to be working now, but I cannot say for sure that it is fixed.
adm wrote:While i do get this error message i do not have a problem with the loyal trait or with elves disappearing from my recall list.
Neither do I, but I've only breezed through with debug. There could still be a bad event somewhere, but hopefully not. Thanks.

I should also note that I found an inconsistency in the later scenarios concerning the Arsonists, I will fix that.
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adm
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Re: 1.8 SP Campaign: Trinity 0.0.10 (~15-20 scenarios)

Post by adm »

I played until "Storming Weldyn" without debug and had no problems.


I found a bug in the "Sign" scenario. I first killed the troll leader and then moved Dardrus to the peak. When i killed the orc leader with Dolevan he didn't interrogate him. The scenario just ended.

In "Storming Weldyn" you also loose if Keldan is killed. The scenario objectives don't mention that. But since these 2 scenarios are due for a rewrite i don't know if it matters.


I was able to advance Echidna to lvl 4 during this scenario. But in theory it could even be done in "Rebirth". What about an approach similar to what you did with Nemesis?

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Re: 1.8 SP Campaign: Trinity 0.0.10 (~15-20 scenarios)

Post by doofus-01 »

0.9.12 just went to the server. It has some bug-fixes to things mentioned above, but I didn't revise any maps yet. There are two more scenarios (one real and one story). It is within about two scenarios of being done, for the branch that exists at least.
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adm
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Re: 1.8 SP Campaign: Trinity 0.0.12 (~15-20 scenarios)

Post by adm »

I think you mean 0.0.12. I ran into another "unexpected characters" error when i loaded a savegame on "Maelstrom".

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