[Historical] Liberty

This is the place for discussing development of mainline campaigns, reporting bugs in them and providing overall feedback.

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turin
Lord of the East
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Post by turin »

scott wrote:So what would you put?
I'm not a description writer; I'm just saying that 5 word descriptions don't sound very good, and with that short a description it would be hard to differentiate between male and female without being 'sexist'.
For I am Turin Turambar - Master of Doom, by doom mastered. On permanent Wesbreak. Will not respond to private messages. Sorry!
And I hate stupid people.
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scott
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Post by scott »

VERSION 1.11!

- Features 0.9 compatibility most importantly
-- There were enough behind-the-scenes changes that I considered calling to version 2.0, but the story itself is basically the same as far as the user is concerned.

- There is a neat new story graphic for those wanting to play through again... perhaps in your native language if it's Svenska or Deutch.

- Also, I filled in some specifics on Wesnoth history (in the campaign storyline). Check it out if you want to discuss it

- Finally, shadow continues to upgrade the custom graphics we used. The Human Ranger has a sleek new look now.

- I almost forgot, quensul's wecator makes an appearance. I thought the output was so good I put it in the campaign.

- Coming soon:
-- great new portraits
-- more translations
-- possibly one final story graphic (one I have wanted for a long, long time)
Hope springs eternal.
Wesnoth acronym guide.
(S)elfish weirdo
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Location: Trying to finish Mystery campaigns without losses, have completed 0% of the maps so far.

Post by (S)elfish weirdo »

I am currently playing this campaign (without losses, obviously) but since I've updated to 0.9 my troops have lost their added level 3's, i still get to keep my ranger, but bandits trappers and outlaws alike refuse to level again
A statement within a signature is a body of absolutist assertions designed to shelter those who cannot abide the cold, hard realities of actually having to prove their claims.
Quensul
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Post by Quensul »

scott wrote:- I almost forgot, quensul's wecator makes an appearance. I thought the output was so good I put it in the campaign..
Great to see it's been useful! Now I just need to find time to get 0.5 done. :-)
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scott
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Post by scott »

(S)elfish weirdo wrote:I am currently playing this campaign (without losses, obviously) but since I've updated to 0.9 my troops have lost their added level 3's, i still get to keep my ranger, but bandits trappers and outlaws alike refuse to level again
Interesting. Which game and campaign version are you using? Are you using old saved games or starting fresh? Do you have any other campaigns installed that use L3 outlaws? Could you send me a saved game? Does anyone else have this problem?
Hope springs eternal.
Wesnoth acronym guide.
(S)elfish weirdo
Posts: 94
Joined: March 30th, 2005, 4:10 pm
Location: Trying to finish Mystery campaigns without losses, have completed 0% of the maps so far.

Post by (S)elfish weirdo »

The savegame was created in 0.8.11 and i tried loading it in 0.9.1, I've downloaded all campaigns on the campaign server, so if there is any other with l 3 outlaws, i have it, I am using the latest campaign version, dled a few hours ago, and 0.9.1 wesnoth... (this problem appeared already in 9.0, but i was too lazy to report it back then)
Attachments
bugged_save.zip
the save game in question...
(2.28 KiB) Downloaded 239 times
scott
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Post by scott »

Ok I figured out what was causing it, but I don't really know why it is happening. I might ask in tech support.

Delete or update (to v1.1) default2 multiplayer era and that should fix it.

Default2 multiplayer era is causing the problem. The [+units] statement is outside the ifdef, which causes the game to look in that folder anytime you play. I don't know the order of reading the files, but it looks like the default2 units are read after Liberty's units.

The strange thing is that they are the exact same units. However, for some reason the game forgets that the symbol USE_L3_OUTLAWS is defined by Liberty as well as Multiplayer.
Hope springs eternal.
Wesnoth acronym guide.
scott
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Joined: May 12th, 2004, 12:35 am
Location: San Pedro, CA

Post by scott »

Announcing version 1.12

This release has basically 2 updates:
- fixed a bug with the bandit where the highwayman leaked into the main game
- added Jason Lutes' portraits

If you ever wanted to see what the heroes of this campaign looked like, consider playing through again. The portraits look really good, especially in the last scenario. None of the normal units is showing its portrait in-game yet - you can see some of them here first.

I'm not sure what happened to Jason (hopefully he's hard at work on the main set of units), but there is a possibility of some more custom portraits making it in at some point in the future.

The German and Swedish translations are up-to-date thanks to the magic of torangan's WesCamp. If any of the translators is interested in helping translate Liberty, please let one of us know.

Should anyone like to draw a picture of the fortress Halstead, share your impression here. I always ask but no one ever responds.

Thanks and enjoy! If there are any bugs please let me know.
Hope springs eternal.
Wesnoth acronym guide.
lynx
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Joined: March 22nd, 2004, 2:12 pm
Location: Slovenija

Post by lynx »

Cool, I played it for the first time last month. It's complete! It's fully working! Non-trivial story with proper english! 8) Not such a common thing in user campaigns, good job. I will refrain from playing unfinished campaigns, I can see now how the experience is much better if you can play it all out in one go, without any massive changes.

The only thing that I didn't like, was the quick end.
bloom
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Joined: April 13th, 2005, 8:06 am
Location: Almere, NL

Post by bloom »

I really like this campaign. I'm playing it for the second time, now on medium level. I think there is a small bug in Civil Disobedience though. In the end Harper says "We must tell the people of Delwyn about this." and then someone answers "This is true. (...)". First time it was a trapper answering but this time it was Harper himself, which is a bit weird. I attached the replay.

Also, after Civil Disobedience I can't get units to level-3 anymore. I've installed the L3 Outlaw Package and the Demo MP Era v1.1 but that didn't help.
Attachments
Civil_Disobedience_replay.txt
(15.15 KiB) Downloaded 251 times
scott
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Post by scott »

Ok, I removed the possibility of Harper answering his own statement. It was because the game searches for someone to fill an advisor role and usually doesn't find Harper first - unless he's an outlaw (technically a Night Watchman).

I don't know what is causing the L3 outlaws to not show up. Could you send me a saved game where it happens?
Hope springs eternal.
Wesnoth acronym guide.
bloom
Posts: 25
Joined: April 13th, 2005, 8:06 am
Location: Almere, NL

Post by bloom »

scott wrote:I don't know what is causing the L3 outlaws to not show up. Could you send me a saved game where it happens?
Ok, I've attached "A Strategy Of Hope" where this is the case. It also happens when I play the replay in my previous message and then continue playing.
Attachments
A_Strategy_of_Hope.txt
(4.88 KiB) Downloaded 264 times
scott
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Post by scott »

Both files you posted work ok in 0.9.2 and 0.9.3 for me, so the problem must be somewhere else. Here are some ideas:
- re-download the latest version of the campaign
- remove the default MP era and L3 outlaw pack & empty the trash
- save your game on turn 1 (not start of scenario) then reload - this fixed the problem in previous versions of the game
- go into the unit definition for highwayman and fugitive and remove the #ifdef...#endif around the [advancefrom] tags
Keep me posted!
Hope springs eternal.
Wesnoth acronym guide.
antherem
Posts: 1
Joined: July 6th, 2005, 5:48 pm

Post by antherem »

bloom wrote:
Also, after Civil Disobedience I can't get units to level-3 anymore. I've installed the L3 Outlaw Package and the Demo MP Era v1.1 but that didn't help.
I'm having the same problem - after Civil Disobedience, all of the units revert to "standard" outlaws and can't go to Level 3 anymore. I've attached a save near the end of CD (Tarwen has about one combat left to live). This is a fresh install of 0.9.3 (Windows) and the only campaign I have installed is Liberty. I've tried this twice and gotten the same result.
Attachments
Civil_Disobedience_Turn_9.zip
Savefile at the end of Civil Disobedience
(8.96 KiB) Downloaded 249 times
Aloo
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Joined: July 21st, 2005, 10:49 am
Location: Poland

Post by Aloo »

Im having exacly the same problem.
The units change to normal outlaw units right at the end of Civil Disobedience (the moment the final speaches are made after killing the captain) and cant advance to lvl 3. The allied units work normal and can get to lvl.3 so the problem is only for owned units.
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