Legend of the Invincibles

Discussion and development of scenarios and campaigns for the game.

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neltnerb
Posts: 14
Joined: July 21st, 2010, 1:46 am

Re: Legend of the Invincibles

Post by neltnerb »

I've been doing some more debugging, and noticed that the name "Owarercyn" is present twice in the start of level savefile for "Search for Elves" with the same id and name, but different properties. In the "Another Orcish Assault" start of level savefile it is only present once.

Since the start of "Another Orcish Assault" is the last time I was definitely able to recruit her, I compared the save files. I checked against another character with AMLA, "Tudoc", and only found one instance of the name in "Another Orcish Assault" as well as in "Search for Elves" (and I can recall that unit successfully), so I think that the broken unit may be the only one double listed in the save file.

The odd section is called [advancing_store] on line 22404 of "Search for Elves". It also lists the wrong number of hitpoints and max experience for the unit, as well as wrong number of moves. It seems like an old listing from the previous level with wrong max_experience.

From reviewing old save files, [advancing_store] first appears in the autosave from turn 8 in "Another Orcish Assault", which was the turn after the Destroyer got the first AMLA. The one later on in the [unit] section lists correct unit properties.

In any case, it may have been a version specific problem. I upgraded Wesnoth to 1.10.6 and restarted from the autosave at turn 7 which did not have the advancing_store section, and it worked okay from there. I am not sure if the bug will reappear though, it could just be coincidence.

I attached the referenced save files.
Attachments
LotI2-Search_for_Elves.gz
File with duplicate entry for destroyer and [advancing_store]
(105.56 KiB) Downloaded 222 times
LotI2-Another_Orcish_Assault-Auto-Save8.gz
old version, first instance of [advancing_store]
(330.82 KiB) Downloaded 165 times
LotI2-Another_Orcish_Assault-Auto-Save7.gz
old version, no reference yet to [advancing_store]
(317.14 KiB) Downloaded 213 times
LotI2-Another_Orcish_Assault_Turn_7_new_wesnoth_version.gz
new version of wesnoth started from auto save 7 after AMLA for destroyer.
(318.8 KiB) Downloaded 172 times
Ivir_Baggins
Posts: 12
Joined: June 19th, 2012, 6:59 pm

Re: Legend of the Invincibles

Post by Ivir_Baggins »

In chapter 5, in the dungeons section, how does the devour function actually work? I've lost a fire elemental and a Reaper through it, and I'm not sure why I should use it.

EDIT: Worked out how to use it. Now I get free elves through it, despite starting the chapter fresh. But I did somehow lose 2 spectres between the Armoury and Magic Amplifier 2. They just disappeared.

EDIT: I also lost the free shadow princess I got from the pirates mission. Where are all these troops going?

EDIT: Solved it. They appeared in the castle recall list. Although it is still a lucky dip regarding which units get sent out with the initial deploy.
Last edited by Ivir_Baggins on July 2nd, 2013, 9:37 pm, edited 4 times in total.
Konrad2
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Re: Legend of the Invincibles

Post by Konrad2 »

in "Barren Lands" there seems to be wrong with the code
when i move a bit the leader at the end of the map (44,15 (brown)) while i can do whatever i want, but the blue leader just wont appear
maybe you made a mistake in the code?
Attachments
LotI2-Across_the_Barren_Land.gz
intended that efraim explaines the way to heart mountains to himself? move him a bit and the leader (orc) at 44,15 will appear
(67.85 KiB) Downloaded 189 times
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Dugi
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Re: Legend of the Invincibles

Post by Dugi »

@neltnerb
Yes, it is related. All I can tell is that the problem is that a part of the code does not expect something to go wrong, and that something goes wrong occasionally. I don't know what is going wrong, but it can be easily an unexpected behaviour of the code (or an untold change between versions). The advancing has a very complicated code, because I needed an optimalisation to decrease the size of save files ten times. Explaining it would take a lot of time, so I'll better avoid it. Anyway, this problem is not related to the contents of the advancing_store variable as you supposed.
Anyway, I have fixed it, loading the Search for Elves scenario does not produce any unspecific error messages.

@Ivir_Baggins
A few pages ago in this topic I wrote this (I underlined a small correction, and marked the description of the Devour function in bold):
All units lost at the end of chapters 3 and 4 are saved on a list. The units from the list can be recalled using the soulgate spell (if you use it after recalling all units, random units will be created). This will, of course, fill your recall list with unimportant junk units, and because only 19 units chosen I don't know how + Lethalia are recalled, it might be annoying, so I added an ability named Devour, that will move the unit from the map at the end of the list. It is useful to get rid of bad units without letting them die.
It is also told when you enter the dungeon, but only once.

@Konrad2
I loaded your save file, created a leader in debug mode on 44,15 and moved him. An orcish Leader appeared there.
He talks to himself, because there is nobody important to talk to.

Sorry for the delay, I wanted to finish a scenario first, but it was somewhat complex and hard to debug and took me too much time.
Konrad2
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Re: Legend of the Invincibles

Post by Konrad2 »

@dugi
awwww me and my grammar
i meant when i move efraim or any recalled unit a bit into the north (10 hexes maybe?), then the blue leader should appear right? the one who is the closest to them
but when i move my units at the southern end of the map, the orcish leader in northern end of the map appears (brown team colour, keep is at 44,15), and the blue leader doesnt appear whatever I do (when i played it the last time, there was a blue orcish leader (keep at 34,137), but now i cant bring him to appear)
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Dugi
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Re: Legend of the Invincibles

Post by Dugi »

There were two bugs. One of them made the 34,137 leader never appear and another one made the 44,15 leader appear also when he shouldn't. It was an easy fix.

Update: 14 scenarios out of 15 (+1 cutscene) complete.
Konrad2
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Re: Legend of the Invincibles

Post by Konrad2 »

would you be so nice to give me that fix? ^_^
after all it has some impact on leveling troops when an enemy leader with 900 gold never recruits and its also annoyning when the boss on the other side of the map (more then 100 hexes away) starts recruiting in my second turn and has all time of the world to accupy a lot of villages
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Dugi
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Re: Legend of the Invincibles

Post by Dugi »

Use this save file.
Attachments
LotI2-Across_the_Barren_Land-Auto-Save1.gz
(235.91 KiB) Downloaded 211 times
Konrad2
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Re: Legend of the Invincibles

Post by Konrad2 »

thx a bunch again ^^

EDIT: the item storage is now awesome ^^
Kurt_Aust
Posts: 9
Joined: July 30th, 2009, 11:45 am

Re: Legend of the Invincibles

Post by Kurt_Aust »

Had a weird effect in the savegame file, for some reason Efraim and Delly's unit configuration WML got dumped into other units [unit][/unit] section, in one case blowing it out to over 240,000 lines, slowing the computer down to the point where the game was unplayable.

After hacking the offending sections out the (uncompressed) file dropped from 22.3MB to 12.1MB, I'd previously thought that the Windows version of Wesnoth simply couldn't run this campaign and was playing on my Linux laptop when the problem reappeared and was fixed as noted above.

The final savegame on Windows reached a staggering 82.2MB, somehow I don't think I'll be attaching it.
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Dugi
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Re: Legend of the Invincibles

Post by Dugi »

@Kurt_Aust
I have never seen something like this happen. Overly long save files or unit codes (both were present in your case) cause serious slowdowns, so I would notice it. I haven't seen a report of this kind yet. Can you please tell which version of LotI were you using and which version of wesnoth were you using?

_______________________
I have made an update, adding chapter 10, adding the northerners faction and fixing many old bugs and issues. From this version, all major features are present, so I would like to call this version complete and I numbered this version 3.0.0. There are still some issues to fix (like the items problem in chapter 5, where I only fixed the save file corruption cosequence), balance to improve, and the code needs some polishing to look optically better and fully support translations.

Changelog:

Code: Select all

Added chapter 10, ending the story
A few scenarios were rewritten by other people in order to improve dialogues
Added orcs and goblins to the selection of units with extra levels and AMLA and used them in many earlier scenarios
If a player has more than 20 items in the storage, they are sorted by types into submenus
Fixed the problem with units advancing many times in a row
The last amla can be changed only once now
Fixed a bug causing the delayed advancements (due to advancing during another side's turn) to be delayed really badly
Fixed a rare bug causing the game show weird error messages on scenario startups
Fixed a lot of lesser bugs
Kurt_Aust
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Joined: July 30th, 2009, 11:45 am

Re: Legend of the Invincibles (now complete with chapter 10)

Post by Kurt_Aust »

Wesnoth version - 1.10.6

Invincibles version - whatever was current on the 25th of May for this particular file.

Actually the file compresses quite well with 7z Ultra mode (doubtless due to the many repeats), so the 85MB version is attached.

I have to admit that I advanced the units to the max, mainly as I'm more interested in the story than the tactical aspects, but the file size blowout still shouldn't happen on such an edge case.
Attachments
LotI1-Journey_South_Turn_6.7z
7z Ultra compression
(231.81 KiB) Downloaded 174 times
gfgtdf
Developer
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Re: Legend of the Invincibles (now complete with chapter 10)

Post by gfgtdf »

Kurt_Aust wrote:Wesnoth version - 1.10.6

Invincibles version - whatever was current on the 25th of May for this particular file.

Actually the file compresses quite well with 7z Ultra mode (doubtless due to the many repeats), so the 85MB version is attached.

I have to admit that I advanced the units to the max, mainly as I'm more interested in the story than the tactical aspects, but the file size blowout still shouldn't happen on such an edge case.
i took a look at this savefile and i suppose one reason is, thats the objects wich are applied in bonus_attack that attach the anims for these attackss, are added everytime stats.cfg is called but never deleted to if you advance/equit/unequip/(whatever calls stats.cfg) your unit very much, they spam you unit with useless objects.


EDIT: i tried to fix it (with regexp replace), but not guarantee for correctness, plus some animations might be missing now.
Attachments
LotI1-Journey_South_Turn_6_m.7z
(163.52 KiB) Downloaded 156 times
Last edited by gfgtdf on July 5th, 2013, 1:08 pm, edited 2 times in total.
Scenario with Robots SP scenario (1.11/1.12), allows you to build your units with components, PYR No preperation turn 1.12 mp-mod that allows you to select your units immideately after the game begins.
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Dugi
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Re: Legend of the Invincibles (now complete with chapter 10)

Post by Dugi »

I investigated it a bit, and found out that temporary leftover objects adding some animations were not deleted as they should, and as a result, they were added in many occasions, like inventory manipulation or advancing, creating problems with the save files (most of the problems were with an Elvish Juggernaut, dismissing him might help to diminish the problem temporarily). I was not able to load the save file (started loading, ate all RAM, crashed, even if my computer has 4 gigabytes of it), but I tried to imitate this process. No matter what I did, these problematic leftovers did not appear, they were deleted properly. Maybe reinstalling (or updating, that is the same) the add-on could fix it (in any case, it would need to continue to another scenario and manipulate the inventory).
Ivir_Baggins
Posts: 12
Joined: June 19th, 2012, 6:59 pm

Re: Legend of the Invincibles (now complete with chapter 10)

Post by Ivir_Baggins »

Third scenario of chapter 6, I can't finish the scenario.

I'm moving both heroes to the exit, but nothing happens. Perhaps it's because I moved a Ghost there too early.
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