The Legend Begins [SP Campaign for Wesnoth 1.10 and later]

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ballislife15
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Re: The Legend Begins [SP Campaign for Wesnoth 1.10 and late

Post by ballislife15 »

Whenever I try to play the scenario save the princess i keep getting unknown unit type south elven protector what do i need to do to be able to play it.
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Re: The Legend Begins [SP Campaign for Wesnoth 1.10 and late

Post by Lord-Knightmare »

ballislife15 wrote:Whenever I try to play the scenario save the princess i keep getting unknown unit type south elven protector what do i need to do to be able to play it.
That's a deprecated ID. I will fix that.
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ballislife15
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Re: The Legend Begins [SP Campaign for Wesnoth 1.10 and late

Post by ballislife15 »

will you let me know whenever you are finished
normtrooper43
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Re: The Legend Begins [SP Campaign for Wesnoth 1.10 and late

Post by normtrooper43 »

Hello everyone.

I was wondering if any of you could help me with this campaign.

I keep getting an error whenever I try to start any of the three parts. I run Windows 7 and have the add-on linked to Wesnoth 1.10.2. I have included a screenshot of the error message.

Thanks in advance
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Here is the error message I keep getting.
Here is the error message I keep getting.
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Re: The Legend Begins [SP Campaign for Wesnoth 1.10 and late

Post by Lord-Knightmare »

normtrooper43 wrote:Hello everyone.

I was wondering if any of you could help me with this campaign.

I keep getting an error whenever I try to start any of the three parts. I run Windows 7 and have the add-on linked to Wesnoth 1.10.2. I have included a screenshot of the error message.

Thanks in advance
Hello, welcome to the forums :D

That is a known bug, due to the incompatibility of the versions 1.10.x and 1.12.x. However, I have fixed the issue and tonight's the long awaited the night where I will be announcing the upload of the completed version of The Legend Begins.

I had intended the final release to be for 1.12, and I will backport it to 1.10 eventually, but since I have a number of complaints on the 1.10 version, I have to fix the compatibility issues now.
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Re: The Legend Begins [SP Campaign for Wesnoth 1.10 and late

Post by Lord-Knightmare »

The Legend Begins is now complete! The release notes on the github page already state the things which I was going to address here and thus, I have not bothered to write a dramatic speech accompanying this announcement...

Code: Select all

Change-log v0.5.2

---> Revenge and Sorrow: Fixed a special event that was not working like it is supposed to.
---> Vampire Metropolis: Merman allies are given to Jalin as soon as they are recruited.
---> Prince of Darkness: Improved the final stage.
---> Fixed the problem of why campaign didn't upload on the 1.12 server.
---> Added maps for the remainder of the scenarios.
---> Finished cutscene "Arrival of the Inventor." Jacques of 'A Rough Life' is back and as Jahin's mentor. Now, the fun begins!
---> Added a new Micro AI: Fast AI for all those monotonous and lengthy scenarios.
---> Added the final macro files for the final scenarios
---> Retribution: added new scenario.
---> Brother Against Brother: changed Monir's type from Infantry Commander to Custodian.
---> Heart of Darkness: added more points of contact for combat against side 4 and Kojac helps you out; and removed fog-of-war; added random_recruitment for all enemy sides.
---> The Front Lines: fixed a bug reported by Konrad2
---> Brother Against Brother: fixed a critical bug, allowed player to retain control of the sides Kojac and Krog
---> Fixed a number of typos in many scenarios
---> Meet the Master: Allowed player to carryover his level 3 veterans to the realm of Urvatha as compensation for the buffing of the demon warriors
---> Gateway: added new scenario
---> No Holds Barred: map adjusted for 1vs1 showdown. (Jahin vs the dragon)
---> No Holds Barred: new and the final scenario
---> Added the Epilogue
---> Demon Spelldancer: -6 HP
---> Demon: +2 cost
---> Demon Grunt: +2 cost
---> Demon Zephyr: +2 costs
---> Imp: +3 cost
---> Blood Imp: +3 cost
---> E3: added Cavalry as a recruit in most scenarios.
---> E2: removed Cavalry Archer as a recruit in most scenarios as it was removed.
---> Enabled Advancement for Cavalryman to the Mounted Bowman.
---> New Unit: Supreme Fire Dragon
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Lord-Ramza
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Re: The Legend Begins [SP Campaign for Wesnoth 1.10 and late

Post by Lord-Ramza »

hello guys, I'm new here but I'd already playing wesnoth for a long time
I can't play 'Meet The Master' it said something about unknown type: Demoness Hellbent Tibe
Any idea how to fix this? I play on 1.10.3
ballislife15
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Re: The Legend Begins [SP Campaign for Wesnoth 1.10 and late

Post by ballislife15 »

im having the same problem as Ramza
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Re: The Legend Begins [SP Campaign for Wesnoth 1.10 and late

Post by Lord-Knightmare »

Lord-Ramza wrote:hello guys, I'm new here but I'd already playing wesnoth for a long time
I can't play 'Meet The Master' it said something about unknown type: Demoness Hellbent Tibe
Any idea how to fix this? I play on 1.10.3
ballislife15 wrote:im having the same problem as Ramza
Deprecated ID bug. If you have access to Wesnoth's userdata in your computer, then you can correct it yourself.

Locate this file: ~add-ons/The_Legend_Begins/scenarios/episode-2/45_Meet_the_Master.cfg

In line 60:

Code: Select all

type="Demoness Hellbent Tide"
This is causing the bug and hence we fix it:

Code: Select all

type="Demon Hellbent Tide"
Make the aforementioned edit and it's ready to play.

Then again, let me upload the fix.
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lastjuan
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Re: The Legend Begins [SP Campaign for Wesnoth 1.10 and late

Post by lastjuan »

Hello all:

Disclaimer: I',m playing on Wesnoth 1.11.15 (Windows 7, normal difficulty). I'm new to playing with War of the Legends era factions.

What a fantastic campaign! ;) I love the atmosphere and the characters. Another part that fascinates me is the War of the Legends Era. So many possibilities there with the elementals. Also, I like how you build the iteration between the main protagonists. I have some doubts about the when and where this campaign is placed respect to the Mainlines ones. Where I could find that information (if exists)? :hmm: :hmm: .

Minor pet peeves:
-It's a bit annoying to
Spoiler:
.
-At this point of the campaign (Forest of Death), the loyal vine beast/tiger has been notably little useful. Could we please, please, please with a cherry on top to have a loyal Brazier Imp instead? I would be a good partner with the loyal kobold. In future replays of this great campaign, I don't think that I would many (even any) of these class. OTOH, I will get more razorbird/thunderbird: they are awesome in attack :D :D (but so fragile ;) ;) ).
-From what I had read, it's possible to get loyal saurians in Approaching the Academy. If that it's true and you could recruit them in Impressing the Drakes, I feel that this level would be easier (more on this later). In that case I would suggest that one of characters said to Jahlin something along the lines of: "if we go across the vampires, there is more danger, but I feel that it would be better in the long way..."
-In The Fort I'm absolutely unable to kept any Saurian alive. At moments, they seems to be a racial enemy of the nagas.
-I know that probably doesn't fit in the storyline, but I really missed both the Dwarves and the Mermen. Any possibilities to find them?

I feel that I have to congratulate you especially for the first scenario. It's a great way to start... I should have been kept alive the other troll...

Balance issues:
-Until the The Cursed Emperor I hadn't found any level that I felt too unbalanced. Even the giant wave of Dead Caves is more or less manageable after a few (or more ;) ) tries. In the The Cursed Emperor however due to the terrain and the forces opposed to you, it's best to keep the red Death Knight alive to have a chance to win this scenario. IMHO it would be better if the Emperor appeared after X turns (10-14). That way you don't reward or punish to the aggressive/defensive player.
-From my point of view, there are too few houses in both Impressing the Drakes and The Fort. In the first case, playing with my habitual style (recalling my 3/4 levels elementals and being a bit aggressive) I finished in 22 turns, but with -2 in gold. That makes to my level of gameplay unable to get alive to the turn 15 of The Fort. I replayed the scenario (not really a favorite of mine) with a more conservative style (orbs+wisps) ad I finished rushing at turn 29 (I admit that I cheated with probabilities of the orbs attack to get the last boss). I feel very disappointed to get only 84 gold, butit was enough to finish The Fort.

Sorry for the long ramble :oops: :oops: . I hope that some of it would be helpful (this massive campaigns deserve a nice walkthrough, like the Mainline ones), but I could only collaborate after I finished it of course.

Thank you again!
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Re: The Legend Begins [SP Campaign for Wesnoth 1.10 and late

Post by Lord-Knightmare »

What a fantastic campaign! ;) I love the atmosphere and the characters. Another part that fascinates me is the War of the Legends Era. So many possibilities there with the elementals. Also, I like how you build the iteration between the main protagonists. I have some doubts about the when and where this campaign is placed respect to the Mainlines ones. Where I could find that information (if exists)? :hmm: :hmm: .
Thank you for playing and posting feedback :D . As for your later questions, the campaign takes in Irdya, in a continent known as Arkenova at about the same time as The Rise of Wesnoth. I made a timeline for the campaign (which would hopefully answer your last question):-> http://wiki.wesnoth.org/Timeline_of_Anc ... -official)
lose some many loyal units :( :evil: . Most of the times it fits the plotline, but others seems a bit forced like before of Impressing the Drakes
I understand what you mean. Most of the heroes stayed behind to aid the trolls. However, I was making a better version of the campaign where Affan joins in the entirety of episode 1, 2 and 3. It's still a work-in-progress though, so don't expect it before Wesnoth 1.13.0
-At this point of the campaign (Forest of Death), the loyal vine beast/tiger has been notably little useful. Could we please, please, please with a cherry on top to have a loyal Brazier Imp instead? I would be a good partner with the loyal kobold. In future replays of this great campaign, I don't think that I would many (even any) of these class. OTOH, I will get more razorbird/thunderbird: they are awesome in attack :D :D (but so fragile ;) ;) ).
Well, I can give you a loyal Elemental Wisp in The Misty Forest, which can advance to any one of the level 1 elementals (including the Brazier Imp). However, you will lose it in The Last Forest, since your veteran elementals (excluding earthen types) are destroyed by the Ancient Dread Lich.
-From what I had read, it's possible to get loyal saurians in Approaching the Academy. If that it's true and you could recruit them in Impressing the Drakes, I feel that this level would be easier (more on this later). In that case I would suggest that one of characters said to Jahlin something along the lines of: "if we go across the vampires, there is more danger, but I feel that it would be better in the long way..."
Yes, in Approaching the Academy, if you rescue an imprisoned saurian and keep him alive up till the cutscene: The Dragon, you can recruit saurians. I can give you troll allies in Impressing Drakes and a larger cavern. That might be good.
-In The Fort I'm absolutely unable to kept any Saurian alive. At moments, they seems to be a racial enemy of the nagas.
The typical solution of that scenario is to recall every lvl4 Lava Behemoth, combined with Stone Titans/Lava Giants and Saurian Augurs (healer support).
-I know that probably doesn't fit in the storyline, but I really missed both the Dwarves and the Mermen. Any possibilities to find them?
You are just starting with the first episode... In the third and final one, you get Dwarven recruits for the later parts. As for the Mermen, in Vampire Metropolis, you can have them as supporting units for that scenario only.
I feel that I have to congratulate you especially for the first scenario. It's a great way to start... I should have been kept alive the other troll...
Thank You. :D
-Until the The Cursed Emperor I hadn't found any level that I felt too unbalanced. Even the giant wave of Dead Caves is more or less manageable after a few (or more ;) ) tries. In the The Cursed Emperor however due to the terrain and the forces opposed to you, it's best to keep the red Death Knight alive to have a chance to win this scenario. IMHO it would be better if the Emperor appeared after X turns (10-14). That way you don't reward or punish to the aggressive/defensive player.
The Cursed Emperor is due for a remake. I shall improve it by rewriting it completely, making it substantially harder (or easier).
-From my point of view, there are too few houses in both Impressing the Drakes and The Fort. In the first case, playing with my habitual style (recalling my 3/4 levels elementals and being a bit aggressive) I finished in 22 turns, but with -2 in gold. That makes to my level of gameplay unable to get alive to the turn 15 of The Fort. I replayed the scenario (not really a favorite of mine) with a more conservative style (orbs+wisps) ad I finished rushing at turn 29 (I admit that I cheated with probabilities of the orbs attack to get the last boss). I feel very disappointed to get only 84 gold, butit was enough to finish The Fort.
I'm currently at the fourth scenario in terms of revision, so I can improve both scenarios (I was eager to experiment with the Micro AIs anyways).
Sorry for the long ramble :oops: :oops: . I hope that some of it would be helpful (this massive campaigns deserve a nice walkthrough, like the Mainline ones), but I could only collaborate after I finished it of course.
I remain skeptical about the walk-through part, since the campaign is still undergoing improvements and some scenarios can change considerably or there's the possibility of some levels getting removed (scenario 19 and Scenario 48B).
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lastjuan
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Re: The Legend Begins [SP Campaign for Wesnoth 1.10 and late

Post by lastjuan »

I think that here is something wrong with the The last forest :? :? . In turn 7, after the destruction of the Faria's elemental army, I can still recall 2 fire elementals: one loyal and the other not. At this moment, I'm in Assault in Azogarth and still have one (the other it was sacrificed to destroy the Lich :( :( ). I include the automatic save on turn 7, hoping that it would be useful.

Talking about Faria's elementals: here is my (unsolicited) suggestion. I think that it would better if she recover her summoning abilities step by step (first the orbs, later the earth line and the Vine line at last for instance).

Greetings lastjuan
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Re: The Legend Begins [SP Campaign for Wesnoth 1.10 and late

Post by Lord-Knightmare »

I think that here is something wrong with the The last forest :? :? . In turn 7, after the destruction of the Faria's elemental army, I can still recall 2 fire elementals: one loyal and the other not. At this moment, I'm in Assault in Azogarth and still have one (the other it was sacrificed to destroy the Lich :( :( ). I include the automatic save on turn 7, hoping that it would be useful.
That's a strange bug. Send me the start-of-scenario save. I will investigate this.
Talking about Faria's elementals: here is my (unsolicited) suggestion. I think that it would better if she recover her summoning abilities step by step (first the orbs, later the earth line and the Vine line at last for instance).
That sounds good. I can implement that in TLB's revision.
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tribes55
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Re: The Legend Begins [SP Campaign for Wesnoth 1.10 and late

Post by tribes55 »

Hello
I've had quite some fun on your campaign so far, but, I've noticed a few things that don't really matter, but bug me nevertheless.
In part 1, the scenario
"Finding the trolls"
The undead say:
"Call in reinforcements!"
This doesn't really sound like something an undead army would say...
It sounds like something a human, elvish or Orcish army would say.
I don't know what to advise you to replace it with, but, I would advise more intimidating/evil sounding. :)
lastjuan
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Re: The Legend Begins [SP Campaign for Wesnoth 1.10 and late

Post by lastjuan »

Lord-Knightmare wrote:[...]

That's a strange bug. Send me the start-of-scenario save. I will investigate this.
Here you have it.
Talking about Faria's elementals: here is my (unsolicited) suggestion. I think that it would better if she recover her summoning abilities step by step (first the orbs, later the earth line and the Vine line at last for instance).
Lord-Knightmare wrote:That sounds good. I can implement that in TLB's revision.
I'm glad to be of any help.
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