[Historical] Campaign-Rebirth of the North

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D.F.
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Joined: February 14th, 2006, 4:31 pm

Post by D.F. »

The version on the server seems to be 1.11.3...
Taurus
Inactive Developer
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Location: Canada

Post by Taurus »

D.F. wrote:The version on the server seems to be 1.11.3...
What version of Wesnoth are you using? If it is 1.1.1 then the Northern Rebirth version will be 1.11.4. In any case, now that you brought it up I think it would be a good idea to update both of my campaigns on the old server. :) They are uploading right now.
Creater of the campaign, "Northern Rebirth"

Compleater of the campaign, "Son of the Black Eye"
D.F.
Posts: 14
Joined: February 14th, 2006, 4:31 pm

Post by D.F. »

I was using 1.1.1 but the version was still 1.1.13... :? :shock: maybe that's because I only updated some files from previsous versions...
However, now I grabbed v. 1.1.14! It's time to show some skeletons who is the master of the mines 8) 8)
Thank you Taurus! :D
D.F.
Posts: 14
Joined: February 14th, 2006, 4:31 pm

Re: Why a copy of the loyalist units?

Post by D.F. »

dthurston wrote:Why do you have a copy of all the standard units (bowman, spearman, etc) with the only difference being that the ID is changed? It just means more things to update when the SVN version changes. For instance, the images were just recently renamed to remove the 'human-' prefix, since it's included in the directory structure.
Ouch... is this the reason why Wesnoth doesn't show Tallin's image anymore? (not the portrait, the unit image- and only Tallin's the other peasants are shown normally)... How should I fix that? I tried to copy the images of the peasant, spearman, etc. in the campaign's folder, but it doesn't work...
Belchion
Posts: 2
Joined: December 3rd, 2005, 10:01 am

Post by Belchion »

OK, I have updated the German translations to the newest version on WesCamp. No more German-English mix due to unstranslated parts. At least, that is what I hope. :)
Grey_Wolf_c
Posts: 24
Joined: February 12th, 2006, 5:49 pm

Post by Grey_Wolf_c »

I think you need to check the highway man (your level 3 upgrade for the thugs) - not only did I get the choive to level to it or get 3 HP more, he is also being affected by the "short/melee" change. When he attacks, no-one attacks back, but when he is attacked, he doesn't answer either.

Hope that helps,

Grey Wolf
dthurston
Posts: 65
Joined: February 13th, 2006, 7:15 pm

Post by dthurston »

Ouch... is this the reason why Wesnoth doesn't show Tallin's image anymore? (not the portrait, the unit image- and only Tallin's the other peasants are shown normally)... How should I fix that? I tried to copy the images of the peasant, spearman, etc. in the campaign's folder, but it doesn't work...
Yes, this is the reason. Copying the images should work, I don't know why it doesn't. On the SVN versions, you need to change referenes to all, e.g., 'human-swordsman' images to remove the 'human-'. (With the moving of the images, the prefix is now redundant.) But then it won't work with earlier versions. Alternately, I would recommend changing Talinn to be a Peasant (rather than a 'Talinn Peasant') and deleting the redundant files.
Taurus
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Post by Taurus »

dthurston wrote:
Ouch... is this the reason why Wesnoth doesn't show Tallin's image anymore? (not the portrait, the unit image- and only Tallin's the other peasants are shown normally)... How should I fix that? I tried to copy the images of the peasant, spearman, etc. in the campaign's folder, but it doesn't work...
Yes, this is the reason. Copying the images should work, I don't know why it doesn't. On the SVN versions, you need to change referenes to all, e.g., 'human-swordsman' images to remove the 'human-'. (With the moving of the images, the prefix is now redundant.) But then it won't work with earlier versions. Alternately, I would recommend changing Talinn to be a Peasant (rather than a 'Talinn Peasant') and deleting the redundant files.
Ahhh, catch 22. I should have left version 1.1.13 on the old server. Ok, I made sepperate files for Tallin because otherwise he would get mixed up with his "supporter" if they happended to be the same unit. I am sure there are more fancy ways of doing it but that was the only - and simpilist- way that I knew how to do it. But I actually noticed that problem with version wesnoth version 1.1.1 so I fixed that problem, for 1.1.1 anyway. But when you fix it for that it breaks it for the previous versions of wesnoth. Ok, what I think I will do with the old server is that I will fix the problem and then stop supporting the old version. The updates from then on will be entirely for the new version. Sound fair enough?

And thanks Belchion for updating the German. I'll add it to the server as soon as I can :)
Creater of the campaign, "Northern Rebirth"

Compleater of the campaign, "Son of the Black Eye"
Gleeson
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Joined: August 13th, 2004, 3:55 am
Location: Oklahoma City
Contact:

Post by Gleeson »

I think I'm stuck in "The Pursuit." Here's what happened.

I recalled a bunch of dwarves, then moved everyone up north into the Great Chamber. I triggered the rockslide and sealed us all in there. Killed the spiders. Grabbed the Rod of Justice. Opened the secret door to Malifor and his soldiers. Killed the soldiers. Finally, I killed Malifor.

And then I was totally stuck. I wandered around for quite awhile looking for any other secret doors, but there were none. I'm on Turn 106 now.

I understand (from reading this thread) that Malifor didn't really die. He's over in the Treasury now, I guess, or the Dungeon, or somewhere else. But I cannot get there! Right?

Also, I learned here that Malifor can only really be killed by a White Mage, or Mage of Light. So where was I supposed to get a White Mage anyway? I've never been able to recruit mages, and the only mage I found to join my army was Camerin, and he's not a White Mage.

Where did I go wrong? Should I try The Pursuit again, and go down some other passage first? Or was I supposed to find some White Mages in a previous scenario?
unsung
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Location: Raging somewhere..

Post by unsung »

In the intersection between the treasury and malifors room, you can go north into a dungeon containg a burner, shaman and two white mages.

I have no idea what to do about being trapped though.
Oh no look out its a ray gun.
You should move to avoid the rays
the rays are coming out of the gun
if you are hit by the rays
you will be shot by the rays
the rays are fast so you should be fast to
can you win against the fast rays from the gun?
dthurston
Posts: 65
Joined: February 13th, 2006, 7:15 pm

Post by dthurston »

Taurus wrote:Ok, I made sepperate files for Tallin because otherwise he would get mixed up with his "supporter" if they happended to be the same unit. I am sure there are more fancy ways of doing it but that was the only - and simpilist- way that I knew how to do it.
You can use a filter to make sure you don't get Tallin:

Code: Select all

[role]
[not]
	description=Tallin
[/not]
role=Supporter
[/role]
I've attached a quickly hacked version of Breaking the Chains I did just to make sure this works.
I think the unit images have already moved between 1.1.1 and SVN, so your current method is going to be hard to support. Also I think there's unit rebalancing in progress, so your Tallin unit might end up with different stats.
Alternately, wouldn't it be nice if Tallin got leadership? You could make him a "Peasant Leader", a new unit advancing to a "Sergeant". (I like the fact he starts as a peasant.)
Attachments
Breaking_the_Chains.cfg
(11.96 KiB) Downloaded 220 times
Gleeson
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Location: Oklahoma City
Contact:

Post by Gleeson »

I started The Pursuit over again from the beginning, and this time I beat it. I do think there should be a way to open one of Malifor's secret doors from inside his study, to prevent being stymied like I was last time, with nowhere to go and no way to win.

Then, after The Pursuit, the game could not load Old Friend, because it had an error: "Orcish Sovereign" unit was not found.
nadjii
Posts: 3
Joined: March 6th, 2006, 7:08 pm

Post by nadjii »

Hi,

i just finished this campaign, and it was really great, although it reminded me often to ww1. especially liked the first scenario, havent tried anything like that in wesnoth so far.

however, in the malifor-killing scenerio (mentioned above as well), i tried to kill him second time with a holy attack. this caused him to disappear from the map, and than nothing happened. so i waited for a while, but finally i had to reload, and kill him with the white mages.

besides this smaill bug, its a really great job,

thanks,
n.
Taurus
Inactive Developer
Posts: 674
Joined: May 4th, 2005, 8:16 pm
Location: Canada

Post by Taurus »

Thanks for the bug reports and the feedback everyone :) 1.11.05 is being uploaded on the severs right now and fixes many of the reported bugs. BTW, this will be my last update for Wesnoth 1.0. From now on the updates will be specifically for 1.1 and above.
Gleeson wrote:I think I'm stuck in "The Pursuit." Here's what happened.

I recalled a bunch of dwarves, then moved everyone up north into the Great Chamber. I triggered the rockslide and sealed us all in there. Killed the spiders. Grabbed the Rod of Justice. Opened the secret door to Malifor and his soldiers. Killed the soldiers. Finally, I killed Malifor.

And then I was totally stuck. I wandered around for quite awhile looking for any other secret doors, but there were none. I'm on Turn 106 now.
Thanks for pointing that out. I fixed it so that whenever you open Malifor's doors, the passage will open back up, if it has been blocked.
dthurston wrote: I think the unit images have already moved between 1.1.1 and SVN, so your current method is going to be hard to support. Also I think there's unit rebalancing in progress, so your Tallin unit might end up with different stats.
Alternately, wouldn't it be nice if Tallin got leadership? You could make him a "Peasant Leader", a new unit advancing to a "Sergeant". (I like the fact he starts as a peasant.)
:idea: Thanks for the code. I went ahead and implimented it. Geez, where were you four weeks ago? You could have saved me a lot of work. About the leadership, I think it is a good idea, and later on in the campaign he switches over to that line. But yeah, in a later version I might just take you up on that :-)
Gleeson wrote:Then, after The Pursuit, the game could not load Old Friend, because it had an error: "Orcish Sovereign" unit was not found.
Yeah, another one of those changes in Wesnoth 1.1 caused that problem. It's fixed now though. Once again, thanks.
nadjii wrote:i just finished this campaign, and it was really great, although it reminded me often to ww1. especially liked the first scenario, havent tried anything like that in wesnoth so far.

however, in the malifor-killing scenerio (mentioned above as well), i tried to kill him second time with a holy attack. this caused him to disappear from the map, and than nothing happened. so i waited for a while, but finally i had to reload, and kill him with the white mages.

besides this smaill bug, its a really great job,
Thanks for the imput nadjii, I am glad you liked it :) About the malifor-killing scenario that is rather strange. Him being killed is filtered through unit types, not by attack types so it technically shouldn't matter if the attack is holy or not - it just has to be by a white mage. (although it makes a bit of sense to let him be killed by a holy attack as well...) Anyhow, I am assuming that he ran away on you and you just have to find him :-)
Creater of the campaign, "Northern Rebirth"

Compleater of the campaign, "Son of the Black Eye"
Hibakusha
Posts: 28
Joined: September 21st, 2004, 9:37 am

Post by Hibakusha »

Taurus wrote:[...]
Gleeson wrote:Then, after The Pursuit, the game could not load Old Friend, because it had an error: "Orcish Sovereign" unit was not found.
Yeah, another one of those changes in Wesnoth 1.1 caused that problem. It's fixed now though. Once again, thanks.[...]
Hi there, nice campaign ^^.
I have the same problem ... when I finish the pursuit mission, I get the same message, but I downloaded Wesnoth 1.1.1.

Should I get the stable version ?
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