Dawn of Thunder [SP campaign for 1.16.x]
Moderator: Forum Moderators
- Paulomat4
- Moderator Emeritus
- Posts: 730
- Joined: October 16th, 2012, 3:32 pm
- Location: Wesmere library, probably summoning Zhangor
Re: The Rising [SP campaign for 1.11.10 and later]
changed as you sayScenario 1+2: The placement of the villages is fine now. You changed the the trait of the loyal fencer into resilient. Wouldn't it be a better idea to choose strong? No unit type gets a higher profit from this trait than this one and it might improve your low damage against the undead in scenario 2+3, but I'm not shure about the latter one.
Scenario 3: It's more interesting now, but in my eyes you went a bit over the top.
You are surely right aboput the scenario being too hard. As already stated, the unit spawning system still needs work. How many units do you feel would be appropriate per level?There are to many flying units with high movement rates. You get easiely attacked at to many places, which makes defending pretty difficult. I think you should remove the bats. They don't fit into the scenario anyway, because it is a about undead and they aren't even if they are part of the undead faction in the standard game. By the way, Naia talks about fighting 'skeletons' in the starting dialog. This is a bit irritating because it's not just skeletons.
The coincidental apearance of enemies together with attacking in the same turn is to much of a gambling game. You get easily surrounded out of nothing at appropriate places like the villages in the northeast. If you remove the bats, it might be okay that way, but you should concider to not let them move/attack in the same turn they appear.
The biggest problem is 'Sucidal Limwen'. It was okay to defend her in the previous version after reaching her. Now the enemy is a lot stronger and you won't have enough units to build a defence line out of her reach. If the only choice for a leader is suicide behaviour and pinning the unit, you should go for the latter one with Limwen. She is to fragile to let her fight.
Increasing the diffculty in this scenario undermined the main goal of it. You won't be able to move Fiannon towards the sign post before the last wave, because there are too many enemies on the map and you can't give him enough protection, which is needed to keep Limwen alive. It doesn't really matter, because people are likely to get the bonus, but at the current state it ends up as a sort of nonsens option.
for now we have
Code: Select all
10 units for easy
15 for normal
17 for hard
for comparison: previously we had 10 units for all difficulties, and I felt that it was too easy. Perhaps 15 would be fine for hard?
and something like 12 for normal?
you are right. they were meant to bring some diversity, but they don't really fit.I think you should remove the bats. They don't fit into the scenario anyway
I haven't touched this one since a while (except some story events). Did this happen on your first play through too? I'll have a look at it.Scenario 7: I think there is a bug in this one. I didn't meet any fallen faerie apart from Maeblie. If I occupied a teleport tree before Oenoch is called none appeared and later on they didn't appear as well.
Well, everything I did was giving the enemies more gold. Must have been good luck or something.Scenario 8: I was a bit astonished after finishing the scenario, because it was a lot more relaxed than my attempts with the previous version. The northern enemies attacked me only twice at the castle front and in the end their leader was killed by the allied elves not me. It was a bit crowded at the southern front but managable. The time limit of 30 rounds is fine.
line 888-920 of the scenarioJust out of curiousity, when are the traits of the woodchoppers defined? I finshed the previous scenario at different rounds, but thy always got the same traits.
exact code:
Code: Select all
random_traits=no
Code: Select all
random_traits=yes
Creator of Dawn of Thunder and Global Unitmarkers
"I thought Naga's used semi-automatic crossbows with incendiary thermite arrows . . . my beliefs that this race is awesome are now shattered." - Evil Earl
"I thought Naga's used semi-automatic crossbows with incendiary thermite arrows . . . my beliefs that this race is awesome are now shattered." - Evil Earl
Re: The Rising [SP campaign for 1.11.10 and later]
From a defence point of view the many high movment units are the bigger problem than the total number, but a reduction of the latter one is still a good idea, especially if want to have a realistic chance to move Fiannon to the signpost. 12 units sounds good and if you remove the the bats it will be okay.Paulomat4 wrote:You are surely right aboput the scenario being too hard. As already stated, the unit spawning system still needs work. How many units do you feel would be appropriate per level?
for now we haveNext version will also include that the number of enemies ismore random, so you might get 9 on easy, but you might also get 11.Code: Select all
10 units for easy 15 for normal 17 for hard
for comparison: previously we had 10 units for all difficulties, and I felt that it was too easy. Perhaps 15 would be fine for hard?
and something like 12 for normal?
In my first run it happend. This time I tried to occupy the lowest three trees as fast as possible, but the left one still needed three turns and I'm sure they came out of the tree earlier in the first run.I haven't touched this one since a while (except some story events). Did this happen on your first play through too? I'll have a look at it.
I add the replay, so you can have look at it on your own.Well, everything I did was giving the enemies more gold. Must have been good luck or something.
Does Fiannon get an improvement of the movement rate to six at some point of his advancement?
- Attachments
-
- Grand_Meeting_Wiederholung_anzeigen.gz
- (105.26 KiB) Downloaded 502 times
- Paulomat4
- Moderator Emeritus
- Posts: 730
- Joined: October 16th, 2012, 3:32 pm
- Location: Wesmere library, probably summoning Zhangor
Re: The Rising [SP campaign for 1.11.10 and later]
Somehow it is broken. I was unable to open it.I add the replay, so you can have look at it on your own.Well, everything I did was giving the enemies more gold. Must have been good luck or something.
Yes, at level 2 one of his additional advancements gets him six mp. I hate units with less than six movepointsDoes Fiannon get an improvement of the movement rate to six at some point of his advancement?
Creator of Dawn of Thunder and Global Unitmarkers
"I thought Naga's used semi-automatic crossbows with incendiary thermite arrows . . . my beliefs that this race is awesome are now shattered." - Evil Earl
"I thought Naga's used semi-automatic crossbows with incendiary thermite arrows . . . my beliefs that this race is awesome are now shattered." - Evil Earl
Re: The Rising [SP campaign for 1.11.10 and later]
I works for me, but it doesn't really matter. I might have been really luckey.Paulomat4 wrote:Somehow it is broken. I was unable to open it.
I don't like them either.I hate units with less than six movepoints
Re: The Rising [SP campaign for 1.11.10 and later]
Spawnevents_scenario3.cfg
In scenario 3 the following message showed up:
I don't think that clan members is intended.
id=05_lake_aelin
Just a minor issue, but for me it sounds unfitting when the following message (second_unit) is spoken by an troll.
Better make sure that it is an orc who speaks it.
You can add a
In scenario 3 the following message showed up:
text= _ "Still $waves_to_go clan members to defeat!"
I don't think that clan members is intended.
id=05_lake_aelin
Just a minor issue, but for me it sounds unfitting when the following message (second_unit) is spoken by an troll.
Better make sure that it is an orc who speaks it.
You can add a
race=orc
to the [filter_second]
Code: Select all
[event]
name=attack_end
[filter]
side=1
[/filter]
[filter_second]
side=3
[/filter_second]
[message]
speaker=second_unit
message= _ "Boss, I recognize these reinforcements. These are the Elves who have slain your Brother!"
[/message]
[message]
speaker=Orc
message= _ "Very good! This way I will Revenge my brother without even needing to find these worms!"
[/message]
[/event]
Author of Antar, Son of Rheor ( SP Campaign) | Development Thread + Feedback Thread + Replays of ASoR
- Paulomat4
- Moderator Emeritus
- Posts: 730
- Joined: October 16th, 2012, 3:32 pm
- Location: Wesmere library, probably summoning Zhangor
Re: The Rising [SP campaign for 1.11.10 and later]
of course, simple copy and pasting error. fixed.Spawnevents_scenario3.cfg
In scenario 3 the following message showed up:
text= _ "Still $waves_to_go clan members to defeat!"
I don't think that clan members is intended.
seems logical. fixed too.id=05_lake_aelin
Just a minor issue, but for me it sounds unfitting when the following message (second_unit) is spoken by an troll.
Better make sure that it is an orc who speaks it.
You can add a race=orc to the [filter_second]
Creator of Dawn of Thunder and Global Unitmarkers
"I thought Naga's used semi-automatic crossbows with incendiary thermite arrows . . . my beliefs that this race is awesome are now shattered." - Evil Earl
"I thought Naga's used semi-automatic crossbows with incendiary thermite arrows . . . my beliefs that this race is awesome are now shattered." - Evil Earl
- Elvish_Hunter
- Posts: 1575
- Joined: September 4th, 2009, 2:39 pm
- Location: Lintanir Forest...
Re: The Rising [SP campaign for 1.11.10 and later]
So, I played this campaign on Wesnoth 1.11.15, Hard difficulty.
First of all, let me tell you that I really like the intro text effect (the one made with
Another thing that I really liked is the newcamp.png icon that you use in story screens. How did you make it?
Anyway, now let's start with the various issues that I found:
First of all, let me tell you that I really like the intro text effect (the one made with
[interim_text]
). It may need some cleanup, but... do you mind if I commit it (when I can) in the Wesnoth Lua Pack?Another thing that I really liked is the newcamp.png icon that you use in story screens. How did you make it?
Anyway, now let's start with the various issues that I found:
- In several scenarios, the early finish bonus isn't awarded. This is due to the fact that you used
bonus=no
in[endlevel]
. Is this intentional? - It seems to me like Alasar's XP requirement is too high. I get that this is kind of the purpose of the egoistic trait, but maybe you can tame it a bit? Let's say, how about replacing
increase=100%
with 50% or 75%? - I noticed that both Fiannon and Naia have two or three additional AMLAs for each level, besides the normal advancement. Maybe it should be modified, so the player must get all the AMLAs for a certain level, before advancing to the next level? Otherwise it's be possible to miss, for example, the two advancements that Fiannon can get at L1.
- In the second scenario I attempted an absurd strategy: I recalled a Druid, a Sorceress and a Captain, then started recruiting ONLY Shamans. As weird as it may seem, it worked! Needless to say, I leveled up a few of them, and some other were about to level up. This was really important in later scenarios: can you imagine having an assault team made of four Sylphs?
- In the third and fifth scenarios, my allies behaved suicidally. I tried my best to defend them, but it wasn't enough. In fact, I was forced to undroid their sides to win the scenarios. Now, you have three options to solve the problem: you can alter the AI to be more careful, you can add the AI_CONTROLLER macro, or you can give the player the option take control of the side.
- While checking for clues on a possible bug, I noticed the nested [else] [if] structure that you have in
{SPAWN_UNIT_RAND}
. Since you're using a list of numbers, this structure should be modified to use a [switch] [case], because right now is almost unreadable. - Once again in the third scenario, I spent too much time defeating an enemy wave. Well, on turn 32 I got another wave (despite Limwen telling me a few turns ago that the waves ended) and, more important, a message appeared stating that I had "Still -1 clan members to defeat!".
- In the sixth scenario, I managed to kill the green leader. Well, one of my Sylphs climbed on the carriage and got destroyed forever, because she was stored inside the killing_unit variable, but she was never unstored!
- In the seventh scenario, I attempted another absurd strategy: on my second play, I faced it only with the auto-recalled units. I triggered (by advancing carefully) the Wose summoning on turn 3, and destroyed it three turns later. It wasn't easy, but the gold bonus was well worth this attempt.
- The eighth scenarios seems largely unbalanced to me. After a failed first attempt (and this is why I played twice the former scenario), I recalled my loyal Hunters, my loyal Mage, four Sylphs and some other units. Then I went North, on a mission to kill the blue Orc.
On turn 6, I managed to do what I thought was an impossible feat; however, doing so freed one of my sides from the siege, so I was able to defend better. Meanwhile, my leader wandered on the right side of the map, killing stray units and gaining XP.
After turn 15, the Sylphs, the Mage and the Hunters dispatched a lot of purple units, thus freeing a corridor for my leader.
I ended on turn 20/25, with a deep negative gold. However, as it is currently, I suspect that most players won't be able to pass this scenario on Hard difficult.
I'd suggest you to set the player's gold as{GOLD 250 225 200}
with{INCOME 2 1 0}
, and give less reinforcements to the Orcs (like, 75 GP instead of 100); or maybe, lower the reinforcement frequency to one every three or four turns instead of every two turns. And once again, it wasn't helpful the fact that my ally didn't really try to defend the castle, instead attempting to kill every enemy unit that it could, and getting beaten in the process... - Finally, here there is a bunch of stderr errors that I got. As soon as I can I'll try to be more precise about where I got them (especially for the cannot show message and event with empty id errors).
Code: Select all
error config: Multiple [unit_type]s with id=Fallen Faerie encountered. error config: Multiple [unit_type]s with id=Fallen Sprite encountered. error general: Square bracket lengths do not match up: units/elves/elvish-thunderer/elvish-thunderer-magic[1,2,1].png:[100*2,200,100,50] warning unit: Unknown attribute 'attack_depth' discarded. error display: could not open image 'portraits/M'Brin.png' error gui/draw: Image: 'portraits/M'Brin.png' not found and won't be drawn. warning engine: attempt to add an [event] with empty id=, ignoring warning engine: cannot show message error display: could not open image '0' warning unit: Unknown attribute 'slowed' discarded. warning engine: attempt to add an [event] with empty id=, ignoring error audio: cannot open track 'everlasting_night.ogg'; disabled in this playlist. error audio: cannot open track 'lunar_cage.ogg'; disabled in this playlist. error audio: cannot open track 'zhaytee-tragedy.ogg'; disabled in this playlist. error display: Tile at 0,0 isn't on the map, can't scroll to the tile. error display: could not open image 'units/wose-shaman-attack-1.png' error display: could not open image 'units/wose-shaman-attack-2.png' error display: could not open image 'units/wose-shaman.png'
Current maintainer of these add-ons, all on 1.16:
The Sojournings of Grog, Children of Dragons, A Rough Life, Wesnoth Lua Pack, The White Troll (co-author)
The Sojournings of Grog, Children of Dragons, A Rough Life, Wesnoth Lua Pack, The White Troll (co-author)
- Paulomat4
- Moderator Emeritus
- Posts: 730
- Joined: October 16th, 2012, 3:32 pm
- Location: Wesmere library, probably summoning Zhangor
Re: The Rising [SP campaign for 1.11.10 and later]
hey,
thanks for the feedback. I'm not on my home computer right now, so I not able to address the bugs, but i'll get to it in two weeks.
I might add a note about the unuasal advancements though when you first select both units.
Humor aside, I really thought it worked. I've tested it a few times, but I'll look into it.
That would be very helpful, as I see no other possibility then to go through every scenario file for these two errors. I'll look into the other ones.
Thanks for all of the feedback.
also for everyone else who might watch this thread: After I fixed these bugs i'll release a new version in approximately 3 weeks. So if you're just playing scenario 8 I suggest to wait for the new version to play it as you'll have to replay it otherwise for scnario 9.
thanks for the feedback. I'm not on my home computer right now, so I not able to address the bugs, but i'll get to it in two weeks.
I'm not the author of the code, rather I "stole´" it from vultraz's add-on. (it was called nx-rpg, but I don't recall it's actual name)First of all, let me tell you that I really like the intro text effect (the one made with[interim_text]
). It may need some cleanup, but... do you mind if I commit it (when I can) in the Wesnoth Lua Pack?
I'm not good at all at art, so I searched the entire art workshop. I found this image on page 5 or 6 I believe.Another thing that I really liked is the newcamp.png icon that you use in story screens. How did you make it?
no, it's not and I believe it is already fixed on the newest version which i'm still holding backIn several scenarios, the early finish bonus isn't awarded. This is due to the fact that you usedbonus=no
in[endlevel]
. Is this intentional?
To be honest, i haven't really put it much thought into when I increased it. You might be right, 75% might be more appropiate.It seems to me like Alasar's XP requirement is too high. I get that this is kind of the purpose of the egoistic trait, but maybe you can tame it a bit? Let's say, how about replacingincrease=100%
with 50% or 75%?
What I wanted to achieve is to give the player the choice: Do you want a powerful leader quick, or do you want to max out your leader. Perhaps you are only interested in the movement point bonus at level 2, but not on the resistance increase?I noticed that both Fiannon and Naia have two or three additional AMLAs for each level, besides the normal advancement. Maybe it should be modified, so the player must get all the AMLAs for a certain level, before advancing to the next level? Otherwise it's be possible to miss, for example, the two advancements that Fiannon can get at L1.
I might add a note about the unuasal advancements though when you first select both units.
That is mostly the same strategy I'm using when I play this scenario.In the second scenario I attempted an absurd strategy: I recalled a Druid, a Sorceress and a Captain, then started recruiting ONLY Shamans. As weird as it may seem, it worked! Needless to say, I leveled up a few of them, and some other were about to level up. This was really important in later scenarios: can you imagine having an assault team made of four Sylphs?
Spoiler:
I thought I had already altered the ally to be able to survive. I think I'll just use the AI_CONTROLLER macro. I just have to add it to the side definition, right? I never found anything on it in the wiki, thought I haven't really searched neitherIn the third and fifth scenarios, my allies behaved suicidally. I tried my best to defend them, but it wasn't enough. In fact, I was forced to undroid their sides to win the scenarios. Now, you have three options to solve the problem: you can alter the AI to be more careful, you can add the AI_CONTROLLER macro, or you can give the player the option take control of the side.
I have never really been bothered by such structures, but if it makes it easier to read for others I will changed. (and there's also the possibility that some wml-beginner tries to use my code and gets bad habits)While checking for clues on a possible bug, I noticed the nested [else] [if] structure that you have in{SPAWN_UNIT_RAND}
. Since you're using a list of numbers, this structure should be modified to use a [switch] [case], because right now is almost unreadable.
That's also most likely fixed on the newest version. I believe it was already reported and that i fixed it. I'll check again though.Once again in the third scenario, I spent too much time defeating an enemy wave. Well, on turn 32 I got another wave (despite Limwen telling me a few turns ago that the waves ended) and, more important, a message appeared stating that I had "Still -1 clan members to defeat!".
I'm so so sorry for your loss. I hope she rests in peace
In the sixth scenario, I managed to kill the green leader. Well, one of my Sylphs climbed on the carriage and got destroyed forever, because she was stored inside the killing_unit variable, but she was never unstored!
Humor aside, I really thought it worked. I've tested it a few times, but I'll look into it.
Such bravery should be rewarded! I'll think about making that impossible though. Haven't you been swarmed with fallen faeries?In the seventh scenario, I attempted another absurd strategy: on my second play, I faced it only with the auto-recalled units. I triggered (by advancing carefully) the Wose summoning on turn 3, and destroyed it three turns later. It wasn't easy, but the gold bonus was well worth this attempt.
So I'll add the AI_CONTROLLER macro too and balance it as you suggested. I will also balance it as you say, as I don't play on hard.The eighth scenarios seems largely unbalanced to me. After a failed first attempt (and this is why I played twice the former scenario), I recalled my loyal Hunters, my loyal Mage, four Sylphs and some other units. Then I went North, on a mission to kill the blue Orc.
On turn 6, I managed to do what I thought was an impossible feat; however, doing so freed one of my sides from the siege, so I was able to defend better. Meanwhile, my leader wandered on the right side of the map, killing stray units and gaining XP.
After turn 15, the Sylphs, the Mage and the Hunters dispatched a lot of purple units, thus freeing a corridor for my leader.
I ended on turn 20/25, with a deep negative gold. However, as it is currently, I suspect that most players won't be able to pass this scenario on Hard difficult.
I'd suggest you to set the player's gold as{GOLD 250 225 200}
with{INCOME 2 1 0}
, and give less reinforcements to the Orcs (like, 75 GP instead of 100); or maybe, lower the reinforcement frequency to one every three or four turns instead of every two turns. And once again, it wasn't helpful the fact that my ally didn't really try to defend the castle, instead attempting to kill every enemy unit that it could, and getting beaten in the process...
Finally, here there is a bunch of stderr errors that I got. As soon as I can I'll try to be more precise about where I got them (especially for the cannot show message and event with empty id errors).
That would be very helpful, as I see no other possibility then to go through every scenario file for these two errors. I'll look into the other ones.
Thanks for all of the feedback.
also for everyone else who might watch this thread: After I fixed these bugs i'll release a new version in approximately 3 weeks. So if you're just playing scenario 8 I suggest to wait for the new version to play it as you'll have to replay it otherwise for scnario 9.
Creator of Dawn of Thunder and Global Unitmarkers
"I thought Naga's used semi-automatic crossbows with incendiary thermite arrows . . . my beliefs that this race is awesome are now shattered." - Evil Earl
"I thought Naga's used semi-automatic crossbows with incendiary thermite arrows . . . my beliefs that this race is awesome are now shattered." - Evil Earl
- Elvish_Hunter
- Posts: 1575
- Joined: September 4th, 2009, 2:39 pm
- Location: Lintanir Forest...
Re: The Rising [SP campaign for 1.11.10 and later]
Paulomat4 wrote:I'm not the author of the code, rather I "stole´" it from vultraz's add-on. (it was called nx-rpg, but I don't recall it's actual name)
Thanks for the informations. I found the thread about the map icon: it's this one.Paulomat4 wrote:I'm not good at all at art, so I searched the entire art workshop. I found this image on page 5 or 6 I believe.
It isn't only to make it easier to read, but to make it easier for you to maintain. I converted for you the first lines of the block, so you can see how it will look:Paulomat4 wrote:I have never really been bothered by such structures, but if it makes it easier to read for others I will changed. (and there's also the possibility that some wml-beginner tries to use my code and gets bad habits)
Code: Select all
[switch]
variable=unitnumber
[case]
value=1
[set_variable]
name=unittype
value="Elvish Warrior Spirit"
[/set_variable]
[/case]
[case]
value=2
[set_variable]
name=unittype
value="Elvish Ancestor"
[/set_variable]
[/case]
[case]
value=3
[set_variable]
name=unittype
value="Soulless"
[/set_variable]
[/case]
# ... continue this way up to value 13
[/switch]
Maybe I was just lucky, but they attacked my ally more than me. It's easier to kill a L1 Spearman, after all.Paulomat4 wrote:Such bravery should be rewarded! I'll think about making that impossible though. Haven't you been swarmed with fallen faeries?
Here you go.Paulomat4 wrote:That would be very helpful, as I see no other possibility then to go through every scenario file for these two errors. I'll look into the other ones.
This error:
Code: Select all
error config: Multiple [unit_type]s with id=Fallen Faerie encountered.
error config: Multiple [unit_type]s with id=Fallen Sprite encountered.
The errors
Code: Select all
error display: could not open image 'units/elves/elvish-halberdier/elvish-halberdier-leading.png'
error display: could not open image 'units/wose-shaman-attack-1.png'
error display: could not open image 'units/wose-shaman-attack-2.png'
error display: could not open image 'units/wose-shaman.png'
Code: Select all
units/elves/elvish-halberdier/animation-leading.png
units/woses/wose-shaman-attack-1.png
units/woses/wose-shaman-attack-2.png
units/woses/wose-shaman.png
Code: Select all
error general: Square bracket lengths do not match up: units/elves/elvish-thunderer/elvish-thunderer-magic[1,2,1].png:[100*2,200,100,50]
Code: Select all
[0] First: 1 Second: 100 -> elvish-thunderer-magic1.png:100
[1] First: 2 Second: 100 -> elvish-thunderer-magic2.png:100
[2] First: 1 Second: 200 -> elvish-thunderer-magic1.png:200
[3] First: ? Second: 100 ->
[4] First: ? Second: 50 ->
Scenario 2, side 2: this line:
Code: Select all
{ATTACK_DEPTH 2 4 6}
Code: Select all
warning unit: Unknown attribute 'attack_depth' discarded.
Scenario 3: here there are two errors:
Code: Select all
error display: could not open image 'portraits/M'Brin.png'
error gui/draw: Image: 'portraits/M'Brin.png' not found and won't be drawn.
Code: Select all
profile=portraits/M'Brin.png
Scenario 6: the error
Code: Select all
error display: could not open image 0
Code: Select all
{HIGHLIGHT_IMAGE 15 16 items/gohere.png 0}
{HIGHLIGHT_IMAGE 29 24 (scenery/caravan.png) 0}
Code: Select all
#define HIGHLIGHT_IMAGE X Y IMAGE BACKGROUND_VALUE
It's clear that 0 isn't a valid value. You'll just have to replace 0 with empty quotes: "".[...] If there's an existing [item] on the
# location, specify it as the BACKGROUND_VALUE or else it'll get lost
# during the blinking.
This error:
Code: Select all
warning unit: Unknown attribute 'slowed' discarded.
Code: Select all
[set_variable]
name=captured_Duron_Bleil.slowed
value=no
[/set_variable]
captured_Duron_Bleil.status.slowed
.Scenario 7:
Here I got these messages:
Code: Select all
error audio: cannot open track 'everlasting_night.ogg'; disabled in this playlist.
error audio: cannot open track 'lunar_cage.ogg'; disabled in this playlist.
error audio: cannot open track 'zhaytee-tragedy.ogg'; disabled in this playlist.
Finally, a really nasty bug:
Code: Select all
warning engine: attempt to add an [event] with empty id=, ignoring
Code: Select all
[modify_unit]
[filter]
id=Limwen
[/filter]
side=1
{TRAIT_LOYAL}
{IS_LOYAL}
canrecruit=no
[event]
name=post advance
[modify_unit]
[filter]
id=Limwen
[/filter]
profile=portraits/Limwen_wings.png
[/modify_unit]
[message]
speaker=Limwen
message= _ "I thought I would never reach the status of being a Faery due to my old age but I achieved the aim in life of every shaman. One can not be nearer to Eloh than I am. "
[/message]
[/event]
[/modify_unit]
Code: Select all
WRN_NG << "event name: " << new_ev["name"] << "\n";
Event name: post advance
. And it's confirmed by running wesnoth with --log-info=all:
Code: Select all
warning engine: attempt to add an [event] with empty id=, ignoring
info unit: Generating a trait for unit type Elvish Druid with musthaveonly 1
So, I suggest you to move the event to a file in utils, maybe call it events.cfg, create a GLOBAL_EVENTS macro, and call this macro in every scenario.
However, I wasn't able to check for the cannot show message errors.
Current maintainer of these add-ons, all on 1.16:
The Sojournings of Grog, Children of Dragons, A Rough Life, Wesnoth Lua Pack, The White Troll (co-author)
The Sojournings of Grog, Children of Dragons, A Rough Life, Wesnoth Lua Pack, The White Troll (co-author)
- Paulomat4
- Moderator Emeritus
- Posts: 730
- Joined: October 16th, 2012, 3:32 pm
- Location: Wesmere library, probably summoning Zhangor
Re: The Rising [SP campaign for 1.11.10 and later]
Thanks for all of the troubleshootimg. I will adress all of these things as soon as possible.
Thanks for all of the time invested in helping me.
Thanks for all of the time invested in helping me.
Creator of Dawn of Thunder and Global Unitmarkers
"I thought Naga's used semi-automatic crossbows with incendiary thermite arrows . . . my beliefs that this race is awesome are now shattered." - Evil Earl
"I thought Naga's used semi-automatic crossbows with incendiary thermite arrows . . . my beliefs that this race is awesome are now shattered." - Evil Earl
- Paulomat4
- Moderator Emeritus
- Posts: 730
- Joined: October 16th, 2012, 3:32 pm
- Location: Wesmere library, probably summoning Zhangor
Re: The Rising [SP campaign for 1.11.10 and later]
So, i'm back to a computer again and now addressing all of the issues you pointed out.
I think caravan_unit was unstored. It is only in rare cases (when you kill the bandit captain with a hero like naia or Fiannon) that caravan_unit and killing_unit are different from each other.
I just tested this again, but was not able to reproduce this one. My unit got unstored at the end of the scenario during the discussion with commander Raief. Are you sure you didn't overlook this?I'm so so sorry for your loss. I hope she rests in peaceIn the sixth scenario, I managed to kill the green leader. Well, one of my Sylphs climbed on the carriage and got destroyed forever, because she was stored inside the killing_unit variable, but she was never unstored!
Humor aside, I really thought it worked. I've tested it a few times, but I'll look into it.
I think caravan_unit was unstored. It is only in rare cases (when you kill the bandit captain with a hero like naia or Fiannon) that caravan_unit and killing_unit are different from each other.
Yes, that would be great. I tried once to get them, but didn't get them to work.The problem is that I played on Linux, which is case sensitive: for me, M'Brin.png is not the same thing as M'brin.png, that indeed exists. This is the kind of errors that can be pointed by a pass through the Python maintenance tools: do you want me to run them?
Creator of Dawn of Thunder and Global Unitmarkers
"I thought Naga's used semi-automatic crossbows with incendiary thermite arrows . . . my beliefs that this race is awesome are now shattered." - Evil Earl
"I thought Naga's used semi-automatic crossbows with incendiary thermite arrows . . . my beliefs that this race is awesome are now shattered." - Evil Earl
-
- Posts: 3
- Joined: August 6th, 2014, 7:10 pm
Re: The Rising [SP campaign for 1.11.10 and later]
Hi! first of all: thanks for the campaign! It's been fun to play it. I like the way the leaders advance and other ideas. As Elvish Hunter had an assault team of Sylphs I got a grey mage, so after capturing a village i could send two strong units instantly and have them evacuated in case their HP got to low.
Maybe the loyal human units you get should get more "elvish" if they advance among the elves? Elves are said to have some magic and influence on the world around them don't they? And if a unit goes from lvl 0 to 3 it might have happened. It could be just a little things like movement cost in forest or so. Maybe just like the leaders we could decide if we want the unit to get +5resistance in a forest or -1 movement instead of getting lvl?
I think the Grand Meeting was too easy. I played it on average difficulty, but still it was easier than previous scenarios. I managed (with a huge help of AI side actually) to get rid of all enemy leaders. From the storytelling point of view, it would be a big thing among "bad guys" circles if the Wesmere forest was under such an attac, so maybe some reinforcements from the North? This way it would still be possible to get to the tunnels.
Can't wait for more scenerios. Cheers!
Maybe the loyal human units you get should get more "elvish" if they advance among the elves? Elves are said to have some magic and influence on the world around them don't they? And if a unit goes from lvl 0 to 3 it might have happened. It could be just a little things like movement cost in forest or so. Maybe just like the leaders we could decide if we want the unit to get +5resistance in a forest or -1 movement instead of getting lvl?
I think the Grand Meeting was too easy. I played it on average difficulty, but still it was easier than previous scenarios. I managed (with a huge help of AI side actually) to get rid of all enemy leaders. From the storytelling point of view, it would be a big thing among "bad guys" circles if the Wesmere forest was under such an attac, so maybe some reinforcements from the North? This way it would still be possible to get to the tunnels.
Can't wait for more scenerios. Cheers!
- Paulomat4
- Moderator Emeritus
- Posts: 730
- Joined: October 16th, 2012, 3:32 pm
- Location: Wesmere library, probably summoning Zhangor
Re: The Rising [SP campaign for 1.11.10 and later]
Hey, thanks for the feedback.
Also, I understand why you want such advancements, as most of the Campaign has been playing in forest, or at least heavily forested areas. But don't worry, this will change soon. Be aware that most of the next chapter will take place underground. I also plan to add humans to your recruit list and dwarves. So it won't be as forest-(and elf) heavy.
Can you send me a reply of this scenario. I would gladly see your strategy for this scenario.
Greetings,
Paulomat4
I suppose you mean a silver mage? I hope so, because else that would be a bugreportkrzysioolek wrote:Hi! first of all: thanks for the campaign! It's been fun to play it. I like the way the leaders advance and other ideas. As Elvish Hunter had an assault team of Sylphs I got a grey mage, so after capturing a village i could send two strong units instantly and have them evacuated in case their HP got to low.
When I designed this campaign I could have decided this way, but I didn't. I like RPG-elements in campaigns as much as everyone else. I'm a big fan of campaigns like "Legend of the Invincibles". But I also like classical campaigns, just as well. That why I wanted to keep the "classical" part of campaigns. I rather decided to implement RPG-fragments. Thus, leaders advance specially, but normal units don't. Thus, there are some special items hidden all around the campaign but I don't have a real inventory system. If I allowed all units to get improvements players would tend to play only with a small group of units which would be overpowered. This is not my intention for the campaign.Maybe the loyal human units you get should get more "elvish" if they advance among the elves? Elves are said to have some magic and influence on the world around them don't they? And if a unit goes from lvl 0 to 3 it might have happened. It could be just a little things like movement cost in forest or so. Maybe just like the leaders we could decide if we want the unit to get +5resistance in a forest or -1 movement instead of getting lvl?
Also, I understand why you want such advancements, as most of the Campaign has been playing in forest, or at least heavily forested areas. But don't worry, this will change soon. Be aware that most of the next chapter will take place underground. I also plan to add humans to your recruit list and dwarves. So it won't be as forest-(and elf) heavy.
I begin to feel really confused about this scenario. I have received all different kinds of feedback. Recently I made it easier again (should be released soon)I think the Grand Meeting was too easy. I played it on average difficulty, but still it was easier than previous scenarios. I managed (with a huge help of AI side actually) to get rid of all enemy leaders. From the storytelling point of view, it would be a big thing among "bad guys" circles if the Wesmere forest was under such an attac, so maybe some reinforcements from the North? This way it would still be possible to get to the tunnels.
Can you send me a reply of this scenario. I would gladly see your strategy for this scenario.
The next scenario is nearly finished. Check the add-on server for updates after next weekend, when I will hopefully have it finished.Can't wait for more scenerios. Cheers!
Greetings,
Paulomat4
Creator of Dawn of Thunder and Global Unitmarkers
"I thought Naga's used semi-automatic crossbows with incendiary thermite arrows . . . my beliefs that this race is awesome are now shattered." - Evil Earl
"I thought Naga's used semi-automatic crossbows with incendiary thermite arrows . . . my beliefs that this race is awesome are now shattered." - Evil Earl
-
- Posts: 3
- Joined: August 6th, 2014, 7:10 pm
Re: The Rising [SP campaign for 1.11.10 and later]
Here you go!
Of course this was a Silver Mage!
Of course this was a Silver Mage!
- Attachments
-
- Grand_Meeting_replay.gz
- (100.96 KiB) Downloaded 395 times
- Paulomat4
- Moderator Emeritus
- Posts: 730
- Joined: October 16th, 2012, 3:32 pm
- Location: Wesmere library, probably summoning Zhangor
Re: The Rising [SP campaign for 1.11.10 and later]
!!!UPDATE!!!
The biggest update until now! Greatest new feature is the new scenario #9. But this version also brings various other features, so have a look at the changelog!
In scenario 8 it is now impossible to beat the big bad orc. Instead he says quite few (more or less) funny things. Each time it will be something else. Have you heard all possible things he can say? I'm also open for other stuff for him to say.
The biggest update until now! Greatest new feature is the new scenario #9. But this version also brings various other features, so have a look at the changelog!
In scenario 8 it is now impossible to beat the big bad orc. Instead he says quite few (more or less) funny things. Each time it will be something else. Have you heard all possible things he can say? I'm also open for other stuff for him to say.
Code: Select all
0.1.2.4
-added death dialogue for maeblie in scenario 7
-changed the egoist trait to increase the experience need by only 70%
-formatted the spawnevents for scenario 3 to use the [switch] [case] syntax
-added messages for the first selection of Fiannon and Naia, explaining their unusual advancements
-Gave the player control of allied sides
-renamed chapter 2 to: "Of stones and beards"
-balancing of scenario 8 especially for hard difficulty
-fixed smaller bugs appearing in the stderr.txt (multiple unit types with the same id, wrong linked images, wrong animation syntax, deprecated ai code, capitalized letters that shouldn't be, setting 0 as empty value instead of "", wrongly accessed variables, referring to music not existing, hitting a borderline case for wml)
-undead spawns in scenario 3 are now completely random
-switched from LOYAL_UNDEAD_UNIT to GENERIC_UNIT as both give the unit the undead trait but the latter doesn't makes them loyal
-fixed the timing of events in scenario 3
-removed bats from the spawnlist of scenario 3 as they don't fit the mood of the scenario
-victory in scenario 2 and 3 now fires directly after the last unit was killed instead of after clicking on "end turn"
-gave the naga in scenario 5 the effects of the ring too, as he is supposed to wear it (that should also give a little hint)
-proper notification when there is only 1 wave left (also change to [switch][case] syntax) for scenario 3
-fixed a bug where the unit taking the caravan for one of your leaders wasn't unstored
-balanced Oenoch to have 50 hitpoints more, which should make rushes harder
-made it impossible to attack the big bad Orc in scenario 8 (he says funny things when you try it! [anybody's welcome to submit more funny things for him to say!]))
-When you (try to) kill them in scenario 8 Bodo and Urhuga are now fleeing (again!)
-modified the Intro screens to each scenario
I have been able to replicate the bug, and corrected it. thx for notifying me of it.I just tested this again, but was not able to reproduce this one. My unit got unstored at the end of the scenario during the discussion with commander Raief. Are you sure you didn't overlook this?
I think caravan_unit was unstored. It is only in rare cases (when you kill the bandit captain with a hero like naia or Fiannon) that caravan_unit and killing_unit are different from each other
Creator of Dawn of Thunder and Global Unitmarkers
"I thought Naga's used semi-automatic crossbows with incendiary thermite arrows . . . my beliefs that this race is awesome are now shattered." - Evil Earl
"I thought Naga's used semi-automatic crossbows with incendiary thermite arrows . . . my beliefs that this race is awesome are now shattered." - Evil Earl