1.16 SP Campaign: Trinity
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- Wisanggeni
- Posts: 10
- Joined: January 30th, 2016, 12:53 pm
- Location: Java, Indonesia
Re: 1.14 SP Campaign: Trinity
so, it's better to use the newest one?
Re: 1.14 SP Campaign: Trinity
Well, in general each new numbered version comes not just with improved graphics and what-not but also with bug fixes and the occasional security issue fix.
The latest stable version of BfW 1.14 is 1.14.5, which is available on Steam and PPA Vincent.
The latest stable version of BfW 1.14 is 1.14.5, which is available on Steam and PPA Vincent.
Re: 1.14 SP Campaign: Trinity
doofus-01, could you please help? I have attached the save game file where the enemy leaders are gone, but the scenario does not end.
- Attachments
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- Tri2-Dark Planet (IIb) Turn 55.gz
- (209.66 KiB) Downloaded 412 times
Re: 1.14 SP Campaign: Trinity
Hello Lionic,
It looks like the filtering for victory needs revision. You can get around it for now by using the in-game command line,
- type
:debug
- bring up the context menu (usually right-button mouse click), select create unit, create whatever enemy you want
- right-click on the new unit, change its side to side=1
- kill it with one of your still active units
BfW 1.12 supported, but active development only for BfW 1.13/1.14: Bad Moon Rising | Trinity | Archaic Era |
| Abandoned: Tales of the Setting Sun
GitHub link for these projects
| Abandoned: Tales of the Setting Sun
GitHub link for these projects
Re: 1.14 SP Campaign: Trinity
Thank you, it worked!
Re: 1.14 SP Campaign: Trinity
Had funny situation in the scenario were we had to defeat Sky Mountain. Destroyer held a speech for General Tristien who had been destroyed a turn before.
Re: 1.14 SP Campaign: Trinity
Thanks, that needs to be fixed.
BfW 1.12 supported, but active development only for BfW 1.13/1.14: Bad Moon Rising | Trinity | Archaic Era |
| Abandoned: Tales of the Setting Sun
GitHub link for these projects
| Abandoned: Tales of the Setting Sun
GitHub link for these projects
Re: 1.14 SP Campaign: Trinity
Just playing Trinity again. Thanks for porting it to 1.14
Unfortunately i am stuck at "A Different Thriumph" in Tri2. I am playing on hard mode and i simply cant see any way of beating the scenario, since you basically get killed - or at least cornered with 5hp - before you even get to the first turn. Is there any trick rather than debug mode?
Unfortunately i am stuck at "A Different Thriumph" in Tri2. I am playing on hard mode and i simply cant see any way of beating the scenario, since you basically get killed - or at least cornered with 5hp - before you even get to the first turn. Is there any trick rather than debug mode?
Re: 1.14 SP Campaign: Trinity
Huh, I don't remember that happening, but I don't think I've tested this on recent BfW versions. I'm not going to get to it anytime soon, but if you can post your start-of-scenario save file, I can try to fix whatever is wrong from there.Xanri wrote: ↑March 23rd, 2019, 8:38 pm Just playing Trinity again. Thanks for porting it to 1.14 :)
Unfortunately i am stuck at "A Different Thriumph" in Tri2. I am playing on hard mode and i simply cant see any way of beating the scenario, since you basically get killed - or at least cornered with 5hp - before you even get to the first turn. Is there any trick rather than debug mode?
In any case, thanks for reporting.
BfW 1.12 supported, but active development only for BfW 1.13/1.14: Bad Moon Rising | Trinity | Archaic Era |
| Abandoned: Tales of the Setting Sun
GitHub link for these projects
| Abandoned: Tales of the Setting Sun
GitHub link for these projects
Re: 1.14 SP Campaign: Trinity
Thanks, I see the scenario is not winnable if the weasadillo has quick and can attack you in the first turn. This will be fixed in the next release. If you want to fix it before then, edit the file
Trinity/scenarios2/Tower_3_pII.cfg
to add a non-quick trait to that unit, around line 116
Code: Select all
[unit]
type=Weasadillo
x,y=2,5
[modifications]
{TRAIT_RESILIENT}
[/modifications]
[/unit]
BfW 1.12 supported, but active development only for BfW 1.13/1.14: Bad Moon Rising | Trinity | Archaic Era |
| Abandoned: Tales of the Setting Sun
GitHub link for these projects
| Abandoned: Tales of the Setting Sun
GitHub link for these projects
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- Posts: 1174
- Joined: August 26th, 2018, 11:46 pm
- Location: A country place, far outside the Wire
Re: 1.14 SP Campaign: Trinity
Archaic Sounds is a dependency, but is not listed in description (I use web server to download add-ons, FWIW)
In the attached, attack the peasant in the river with the beggar. In the attack dialog, note that the beggar is really fearless. When he levels up, look at each possibility and note that the HP listed in the level up choice does not match the HP in the unit info.
Also, view the status table. Teams 1 and 2 claim to be on the same team but are fighting.
In the attached, attack the peasant in the river with the beggar. In the attack dialog, note that the beggar is really fearless. When he levels up, look at each possibility and note that the HP listed in the level up choice does not match the HP in the unit info.
Also, view the status table. Teams 1 and 2 claim to be on the same team but are fighting.
- Attachments
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- Tri1-Prince Haldrad and The Beggar-Auto-Save9.gz
- (36.93 KiB) Downloaded 310 times
Speak softly, and carry Doombringer.
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- Posts: 1174
- Joined: August 26th, 2018, 11:46 pm
- Location: A country place, far outside the Wire
Re: 1.14 SP Campaign: Trinity
At the end of scenario 1 coucil > council
In the attached, two units have both self-heal and regenerate?
Also, the objectives defeat conditions do not make sense.
In the attached, two units have both self-heal and regenerate?
Also, the objectives defeat conditions do not make sense.
- Attachments
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- Tri1-A New Vessal-Auto-Save1.gz
- (48.42 KiB) Downloaded 325 times
Speak softly, and carry Doombringer.
-
- Posts: 1174
- Joined: August 26th, 2018, 11:46 pm
- Location: A country place, far outside the Wire
Re: 1.14 SP Campaign: Trinity
In the attached turn 7, as soon as you move Dardrus inside the option to switch to the outside map disappears. So I made sure he was the last one to go in on turn 10, and on turn 11 he is stuck. EDIT: Okay, it looks like once I move units out the other exit, or to the next level he gets unstuck, but it's kind of confusing.
In "High Lord" - I couldn't find a way to win honestly. As soon as one opposing unit gets in the way of my hero the enemy is bound to escape.
In Bitter Truth, there are a couple of dialogs that say things like "felt a comforting warmth...". I suspect there's supposed to be a character's name in front of that, but most of my units in that scenario have no names.
In some scenario I didn't record the name of, whench > wench.
Spoiler:
In Bitter Truth, there are a couple of dialogs that say things like "felt a comforting warmth...". I suspect there's supposed to be a character's name in front of that, but most of my units in that scenario have no names.
In some scenario I didn't record the name of, whench > wench.
- Attachments
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- Tri2-Tower - Upper Levels-Auto-Save11.gz
- (151.64 KiB) Downloaded 359 times
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- Tri2-Tower - Upper Levels-Auto-Save10.gz
- (151.37 KiB) Downloaded 394 times
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- Tri2-Tower - Upper Levels-Auto-Save7.gz
- (150.61 KiB) Downloaded 351 times
Speak softly, and carry Doombringer.