RELEASE: Coming of the Storm - v0.3.2- 10.07.2020

Discussion and development of scenarios and campaigns for the game.

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Ravana
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Re: RELEASE: Coming of the Storm - v1.3.0

Post by Ravana »

I just tested it on Draug and Blood Bat and both values were correct. Make sure you used undead and NOT just nonliving as that is not what you asked for ability there.
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TrashMan
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Re: RELEASE: Coming of the Storm - v1.3.0

Post by TrashMan »

Hmm...I believe I tested in on the soulless


Say, can you take a look at scenario 25, the monolith code?

Also: added you to the credits, but it won't show until I update the version...which will be after I fix mission 26
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Re: RELEASE: Coming of the Storm - v1.3.0

Post by Ravana »

Will download 1.12.1 then. And seems I still need to download this addon too then.
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Elvish_Hunter
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Re: RELEASE: Coming of the Storm - v1.3.0

Post by Elvish_Hunter »

I just tried to start this campaign on 1.12.1, and I noticed a few issues:
  1. some errors in the stderr:

    Code: Select all

    20150304 20:20:48 error config: Multiple [unit_type]s with id=Elvish Sorceress encountered.
    20150304 20:23:39 error display: could not open image 'misc/ellipse-hero-leader-top.png'
    20150304 20:23:39 error display: could not open image 'misc/ellipse-hero-leader-bottom.png'
    20150304 20:24:27 error display: could not open image 'misc/ellipse-hero-leader-selected-top.png'
    20150304 20:24:27 error display: could not open image 'misc/ellipse-hero-leader-selected-bottom.png'
    20150304 20:36:52 error config: invalid move_unit_fake source: 28,0
    20150304 20:37:03 error config: invalid move_unit_fake destination: 28,0
    
    The ellipse errors mean that my leader doesn't have a ellipse: one of the changes that happened in 1.12 is that leaders automatically get their special ellipse, as do units without a ZoC.
  2. The scenario The Raid ends right after starting it. Not that I'm complaining about winning without fighting :P but I suppose that this wasn't the expected behavior, right?
  3. In the journey track of Silent Night (by the way, why is its file called 02_Ambush.cfg?) there are no crossed swords or flags signaling where my troops are. Also, there is no journey track of the former scenario (white dots)
  4. The objectives (at least up to Silent Night) are missing the gold carryover informations, that can be added with the [gold_carryover] tag
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)
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TrashMan
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Re: RELEASE: Coming of the Storm - v1.3.0

Post by TrashMan »

Looking into in..



also, some time ago, someone made this code:

Code: Select all


##   training grounds
#define TRAINING_GROUNDS X Y
    ## if there's a "teacher" in the "school"
    [if]
        [have_unit]
            x,y={X},{Y}
            side=1
            [not]
                type=Peasant
            [/not]
        [/have_unit]
        
        [then]
            ## grab all surrounding peasants
            [store_locations]
                variable=peasants_training
                [and]
                    x,y={X},{Y}
                    radius=1
                [/and]
                [filter]
                    side=3
                    type=Peasant
                [/filter]
            [/store_locations]
            
            
            ## check for any peasants
            {IF_VAR peasants_training.length greater_than 0 (
                [then]
                    ##:: Store Teacher
                    {STORE_UNIT x,y={X},{Y} teacher}
                    
                    ##:: Store Trainee
                    {STORE_UNIT x,y=$peasants_training[0].x,$peasants_training[0].y trainee}
                    
                    ##:: Determine Trainee's New Type
                    {IF_TYPE $teacher.id (Heavy Infantryman,Shock Trooper,Iron Mauler) (
                        [then]
                            {ADVANCE_UNIT id=$trainee.id (Heavy Infantryman)}
                            {FULL_HEAL id=$trainee.id}
                        [/then]
                    )}
                    {IF_TYPE $teacher.id (Bowman,Longbowman,Master Bowman,Elvish Ranger,Elvish Avenger) (
                        [then]
                            {ADVANCE_UNIT id=$trainee.id (Bowman)}
                            {FULL_HEAL id=$trainee.id}
                        [/then]
                    )}
                    {IF_TYPE $teacher.id (Spearman,Javelineer,Pikeman,Halberdier,Swordsman) (
                        [then]
                            {ADVANCE_UNIT id=$trainee.id (Spearman)}
                            {FULL_HEAL id=$trainee.id}
                        [/then]
                    
                    )}
                    {IF_TYPE $teacher.id (Royal Guard,Sergeant,Lieutenant,General,Grand Marshal,LightMarshal,LightGeneral) (
                        [then]
                            {ADVANCE_UNIT id=$trainee.id (Sergeant)}
                            {FULL_HEAL id=$trainee.id}
                        [/then]
                    
                    )}
                    {IF_TYPE $teacher.id (Mage,Red Mage,Arch Mage,Great Mage,Silver Mage,White Mage,Mage of Light) (
                        [then]
                            {ADVANCE_UNIT id=$trainee.id (Mage)}
                            {FULL_HEAL id=$trainee.id}
                        [/then]
                    )}
    
                    {IF_TYPE $teacher.id (Elvish Scout,Elvish Rider,Elvish Outrider,Horseman,Knight,Grand Knight,Paladin,Lancer) (
                        [then]
                            {ADVANCE_UNIT id=$trainee.id (Horseman)}
                            {FULL_HEAL id=$trainee.id}
                        [/then]
                    )}
                    [redraw][/redraw]
                [/then]
            )}
        [/then]
    [/if]
#enddef





    ##|| Training Grounds
    [event]
        name=side turn
        first_time_only=no
        
        {IF_VAR turn_number greater_than_equal_to 2 (
            [then]
                {IF_VAR side_number numerical_equals 1 (
                    [then]
                        {TRAINING_GROUNDS 15 28}
                    [/then]
                )}
            [/then]
        )}
    [/event]






#Produce a pesant from a random village each turn
[event]
     name=side turn
     first_time_only=no

     [if]
          [variable]
               name=side_number
               equals=1
          [/variable]
          [then]
               [store_villages]
                    variable=villagez
                    owner_side=1
               [/store_villages]
               {RANDOM 1..$villagez.length}
               {VARIABLE_OP $random add -1}
               
               [unit]
                    side=1
                    type=Peasant
                    x=$villagez[$random].x
                    y=$villagez[$random].y
               [/unit]
               {CLEAR_VARIABLE random}
          [/then]
     [/if]
[/event]
Alas, I'm missing the store unit macro
The third variable would be role?
Am I close?
Light travels much faster than sound, that's why some people seem bright until you hear them speak.

>>> MY LITTLE LAB! <<<
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TrashMan
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Re: RELEASE: Coming of the Storm - v1.3.0

Post by TrashMan »

For 1) I'm overriding the default unit
I basically just did this:

Code: Select all

#textdomain wesnoth-units
[unit_type]
	[base_unit]
		id=Elvish Sorceress
	[/base_unit]

    id=ESorceress
    advances_to=EEnchantress
	
[/unit_type]


2) shouldn't be happening. The scenario has victory_when_enemies_defeated=yes condition and the enemy leader is present for the beginning.

3) Deliberate. I'm only putting in the current journey so there are no previous tracks, and since this was an ambush, I put hte last point as a dot. But granted, I could change it into a sword.

4) I believe there is 0 gold carryover for the first few missions. Have to check.
Light travels much faster than sound, that's why some people seem bright until you hear them speak.

>>> MY LITTLE LAB! <<<
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Elvish_Hunter
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Re: RELEASE: Coming of the Storm - v1.3.0

Post by Elvish_Hunter »

TrashMan wrote:2) shouldn't be happening. The scenario has victory_when_enemies_defeated=yes condition and the enemy leader is present for the beginning.
That's weird. I tried reloading the start-of-scenario save, and it worked correctly :hmm: Apparently I can't reproduce the bug any more.
TrashMan wrote:4) I believe there is 0 gold carryover for the first few missions. Have to check.
[gold_carryover] allows you to tell the players that there won't be any carryover as well ;)

Code: Select all

[gold_carryover]
    bonus=no
    carryover_percentage=0
[/gold_carryover]
By the way, is it intentional that Graduation doesn't have any time of day scheme?
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)
Konrad2
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Re: RELEASE: Coming of the Storm - v1.3.0

Post by Konrad2 »

is it intentional that the movement points gained by a silver wolf reset at the beginning of each new scenario?
why do the orcs in "Ashendale Forest" flee in turn 16?
there is also a spelling mistake in the race of silver wolfs "silverolf"
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Re: RELEASE: Coming of the Storm - v1.3.0

Post by TrashMan »

By the way, is it intentional that Graduation doesn't have any time of day scheme?
yes

is it intentional that the movement points gained by a silver wolf reset at the beginning of each new scenario?
I tried without it, and you end up with a unit that can cross half the map in a single turn

why do the orcs in "Ashendale Forest" flee in turn 16?
IIRC, I did it to keep the scenario shorter and so that not every battle as to end with total elimination. Orks aren't that stupid to fight when the battle is clearly lost.
Light travels much faster than sound, that's why some people seem bright until you hear them speak.

>>> MY LITTLE LAB! <<<
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TrashMan
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Re: RELEASE: Coming of the Storm - v1.3.0

Post by TrashMan »

Question:

Right now, in the last scenario with the dwarves (20), you get to recruit dwarven units, but you don't get to keep them. You do get 4 dwarven units in the next one.
Should I change that so that you can keep the units, but don't get more in the next?


Also:
F*** YOU SCENARIO 26.
I really can't figure out why it isn't loading.

EDIT:

Thanks to Elvish_Hunter, I tracked and fixed a few minor errors, including a few he missed (but I only noticed because of him)
Light travels much faster than sound, that's why some people seem bright until you hear them speak.

>>> MY LITTLE LAB! <<<
Rossi
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Re: RELEASE: Coming of the Storm - v1.3.0

Post by Rossi »

TrashMan wrote: F*** YOU SCENARIO 26.
I really can't figure out why it isn't loading.
Well, I do have the same problem "Unknown Scenario 26_Revelation". Please let me know which information I can provide (and how) to help with debugging.

Best regards, nice campaign!
Rossi
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Re: RELEASE: Coming of the Storm - v1.3.2

Post by TrashMan »

Image

I fixed the loading of scenario 26. Don't ask me what was wrong.
Also a lot of minor fixes and tweaks in other places, plus graphics improvements for the dwarven alchemist, missing intro image, etc, etc.
BRAWLER trait is back, but elves can't get it (they get another one)
Fire Aura and Holy Aura now work
Silverwolf improved (gets REFLEXES trait)

Updated version to 1.3.2


Bad news:
altough both scenarios 26 and 27 can be loaded...they are not working as intended.

I humbly ask for help by the other campaign makers.
For scenario 26, the valley flooding event isn't working for some reason
For 27, the unit training code someone provided is missing a macro IF_UNIT. Maybe one of you can figure out what is missing from the code.
Light travels much faster than sound, that's why some people seem bright until you hear them speak.

>>> MY LITTLE LAB! <<<
GodlyDragon
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Re: RELEASE: Coming of the Storm - v1.3.2

Post by GodlyDragon »

Hi TrashMan, nice work with this campaign. But the scenario Orcish Incursion doesn't work. When I try to log it, it say:

game_error: unknown unit type: GWMage

And I'm curious, what's the BRAWLER trait doing? So far none of my units have it.

Continue your good work!
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TrashMan
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Re: RELEASE: Coming of the Storm - v1.3.2

Post by TrashMan »

GWMage should be a 0 moves variant of a existing unit (in this case a white mage) that I use for garrisoning and making sure it does NOT move from an excellent position.


Simple fix - check the units folder for the GWMage unit and check if the ID matches the one from the scenario.
Clearing the cache and re-starting the scenario is recommended.


Brawler trait is like STRONG on steroids. With downsides.
I might add more traits.
Another campaign has given me sweet ideas.
Light travels much faster than sound, that's why some people seem bright until you hear them speak.

>>> MY LITTLE LAB! <<<
3Lorde
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Re: RELEASE: Coming of the Storm - v1.3.2

Post by 3Lorde »

Error after map "Betrayl", don´t recognize the unit type: GwMage...
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