Legend of the Invincibles
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Re: Legend of the Invincibles (chapter 9 is out)
Hi, I'm currently enjoying this campaign. It's a monumental work, and I think it's the best Wesnoth campaign in existence 
I found a minor bug: I had a unit with 2 items, and when I removed one of them - a cloak (moved to the storage), the unit lost the GEARED trait, but still had the other item (gauntlets) equipped. I suppose it's not a very harmful thing, but I report it just in case (also I haven't read this thread, so perhaps it was already reported).
I can provide a save if needed.

I found a minor bug: I had a unit with 2 items, and when I removed one of them - a cloak (moved to the storage), the unit lost the GEARED trait, but still had the other item (gauntlets) equipped. I suppose it's not a very harmful thing, but I report it just in case (also I haven't read this thread, so perhaps it was already reported).
I can provide a save if needed.
Re: Legend of the Invincibles (chapter 9 is out)
@4b4b4b
The unknown scenario error was fixed in a recent version, it should be because of the update and not because of the cl command.
Advancing in chapter 9 was correct when I tried it out right now, but something seems to be messed up badly in your saves. Can I have a look at them? Btw, if the advancements did nothing, will the alter advancement option fix it?
@PawelS
Glad you liked it.
The cause of the bug was quite easy to find, no need for the save file. It was checking whether the unit has gloves and not whether it has gauntlets, and there are no gloves, only gauntlets.
The unknown scenario error was fixed in a recent version, it should be because of the update and not because of the cl command.
Advancing in chapter 9 was correct when I tried it out right now, but something seems to be messed up badly in your saves. Can I have a look at them? Btw, if the advancements did nothing, will the alter advancement option fix it?
@PawelS
Glad you liked it.
The cause of the bug was quite easy to find, no need for the save file. It was checking whether the unit has gloves and not whether it has gauntlets, and there are no gloves, only gauntlets.
Re: Legend of the Invincibles (chapter 9 is out)
Ch7(until avengers)
Now i have a better redeem attack and it gets really more useful after level 5.
Most of the enemies are low level undeads, level 3 corrupted or level 5 corrupted units.
It felt like grinding the redeem level more than the unit exp.
Scenarios where really epic, both in length and enemies.
I've never found myself capped at 250 turns and i nedeed 120 turns to explore all the Tundra(even using lots of teleport).
Snow elves are really a nice addition, but i'd have liked more variety.
Maybe a bear riding snow elf or a freeze shaman/nimph?
The Den of Evil was a trench war.
The numbers of turns are right, but it's a really long scenario.
I noticed i had really tons of money but many little units compared to the enemies.
I really liked to have a big unit to sink the cash on, with near the strength of my heroes.
Equipping items is harder than previous chapters, as you have often little fortresses at the beginning to recall.
Maybe allowing to unstore items during combat could help to gear up new recruits or purified zombies.
To avoid equips juggling removing to store could be forbidden or limitated:)
Now i have a better redeem attack and it gets really more useful after level 5.
Most of the enemies are low level undeads, level 3 corrupted or level 5 corrupted units.
It felt like grinding the redeem level more than the unit exp.
Scenarios where really epic, both in length and enemies.
I've never found myself capped at 250 turns and i nedeed 120 turns to explore all the Tundra(even using lots of teleport).
Snow elves are really a nice addition, but i'd have liked more variety.
Maybe a bear riding snow elf or a freeze shaman/nimph?
The Den of Evil was a trench war.
The numbers of turns are right, but it's a really long scenario.
I noticed i had really tons of money but many little units compared to the enemies.
I really liked to have a big unit to sink the cash on, with near the strength of my heroes.
Equipping items is harder than previous chapters, as you have often little fortresses at the beginning to recall.
Maybe allowing to unstore items during combat could help to gear up new recruits or purified zombies.
To avoid equips juggling removing to store could be forbidden or limitated:)
Re: Legend of the Invincibles (chapter 9 is out)
The unreally high turn limits were just to prevent you from grinding unlimitedly.
Snow elves have some shamanic powers, but they require some advancements. Their blizzard spell can be very useful if you get it somehow. Bear riding snow elf might be, because they are like a 1 unit faction right now, I'll think of it.
The den of evil was meant to be quite long, the fight through the tower was meant to take some time, but it used to be terribly long, because there was more enemies and no shortcuts. Should I decrease their number again?
I think that forbidding removing items to store would be too limiting or annoying, and I have no idea how to limit it. I might extend the time when you can unstore them to three turns.
Snow elves have some shamanic powers, but they require some advancements. Their blizzard spell can be very useful if you get it somehow. Bear riding snow elf might be, because they are like a 1 unit faction right now, I'll think of it.
The den of evil was meant to be quite long, the fight through the tower was meant to take some time, but it used to be terribly long, because there was more enemies and no shortcuts. Should I decrease their number again?
I think that forbidding removing items to store would be too limiting or annoying, and I have no idea how to limit it. I might extend the time when you can unstore them to three turns.
Re: Legend of the Invincibles (chapter 9 is out)
i just played "Jungle hell" and i noticed that each of the enemy turns take ~20 mins, even if they have no units left. I don't know why.
EDIT: is there any weapontype for drawish technocrats thunderstick?
EDIT2: why do the levitate boots not set the costs on unwalkable to 1?
EDIT: is there any weapontype for drawish technocrats thunderstick?
EDIT2: why do the levitate boots not set the costs on unwalkable to 1?
Last edited by gfgtdf on April 15th, 2013, 8:26 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.
Re: Legend of the Invincibles (chapter 9 is out)
Sorry, i got a problem, i play the chapter 8, but whenever any of my units get an AMLA the unit doesn't get any improvement at all, and when i look at the unit information it said "oops, something when wrong" at the improvement takens section, does this problem only occurs to me? I'm playing on 11.2 btw. Thanks and sorry for the bad english
Last edited by HanFangAn on April 15th, 2013, 2:52 pm, edited 1 time in total.
Re: Legend of the Invincibles (chapter 9 is out)
Same problem here. I'm playing Chapter nine on Ubuntu, version 1.11.1-2~ppa1~oneiric2 and for certain units there's clearlyHanFangAn wrote:Sorry, i got a problem, i play the chapter 8, but whenever any of my units get an AMLA the unit doesn't get any improvement at all, and when i look at the unit information it said "oops, something when wrong" at the improvement takens section, does this problem only occurs to me? I'm playing on 11.2 btw. Thanks and sorry for the bad english
an issue with AMLA
By looking at Items->Unit information, I can read a series of messages like
"Oops, this is only temporary or something went wrong"
By having a look in the save files, I can see the same message in the [advancement] tag for those units.
Example, for a siege troll:
[advancement]
description=_"Oops, this is only temporary, or something went wrong"
id="backup_amla"
image="chapter7.png"
max_times=500
require_amla=""
strict_amla=yes
[/advancement]
Re: Legend of the Invincibles (chapter 9 is out)
I was thinking to make equipment unstore action also fortress based.Units within a castle, no matter what turn is, are able to freely unstore equipment from inventory.It's enough flavorful to make sense and gives more importance to castles:)Dugi wrote:The unreally high turn limits were just to prevent you from grinding unlimitedly.
Snow elves have some shamanic powers, but they require some advancements. Their blizzard spell can be very useful if you get it somehow. Bear riding snow elf might be, because they are like a 1 unit faction right now, I'll think of it.The den of evil was meant to be quite long, the fight through the tower was meant to take some time, but it used to be terribly long, because there was more enemies and no shortcuts. Should I decrease their number again?Dugi wrote:Bear riders!Or wolf riders just to begin with^^I think that forbidding removing items to store would be too limiting or annoying, and I have no idea how to limit it. I might extend the time when you can unstore them to three turns.Dugi wrote: Because i was climbing in a tower from the inside i was expecting a looping dungeon with 3 or four circular stages, with increasing enemies.The Den instead seems more like a labirinth.Enemy number was right, it's just the map that make they seem a lot.
Re: Legend of the Invincibles (chapter 9 is out)
The empty AMLA problem seems to be related to 1.11.1/1.11.2, I tried to prevent the units from duplicating, and I have probably created this. I will fix it as soon as I figure it out.
@Silux
That might be a nice solution. It would not completely disallow exploits, but it would work only rarely, nicely allowing you to gear all newly recruited units.
@Silux
That might be a nice solution. It would not completely disallow exploits, but it would work only rarely, nicely allowing you to gear all newly recruited units.
Re: Legend of the Invincibles (chapter 9 is out)
In chapter 6, playing with lethalia, Efraim's whirlwind attack also damages his own units.
Re: Legend of the Invincibles (chapter 9 is out)
Hm, that might happen, because whirlwind of preserved liches harms only your enemies. Will be fixed.
EDIT:
@gfgtdf
Sorry that I haven't noticed your last reply.
I didn't know that the AI turns in Jungle Hell are taking so long. I tried to fix it, but I have no idea if I guessed the cause correctly. Can you please look what is under the fog and shroud using save file editing or debug mode?
The flying boots won't let you get above unwalkable because most units lack the needed animation (and I really don't feel like making new animations for a half of units that exist in wesnoth and also the dozens of new ones). Also, it would be quite a huge advantage.
I think there is no weapontype for dwarvish thunderstick, it is meant to be something only dwarves can make. I tried to make the advancements with it strong enough to compensate it.
EDIT (more important):
I have managed to fix the 1.11.1/1.11.2 AMLA problem. I don't know what was the cause, because I had no idea what was exactly the change in 1.11.1 that caused the duplication bug, so it was just a lucky guess what to edit to make it work.
I have also fixed the problem with deprecated descriptions Evropi mentioned (if the cause is what I thought it to be, but it should be).
I have added 5 new items, named after various pagan gods of war/combat. If your favourite is missing, don't hesitate to report it.
I have fixed some more bugs too.
EDIT:
@gfgtdf
Sorry that I haven't noticed your last reply.
I didn't know that the AI turns in Jungle Hell are taking so long. I tried to fix it, but I have no idea if I guessed the cause correctly. Can you please look what is under the fog and shroud using save file editing or debug mode?
The flying boots won't let you get above unwalkable because most units lack the needed animation (and I really don't feel like making new animations for a half of units that exist in wesnoth and also the dozens of new ones). Also, it would be quite a huge advantage.
I think there is no weapontype for dwarvish thunderstick, it is meant to be something only dwarves can make. I tried to make the advancements with it strong enough to compensate it.
EDIT (more important):
I have managed to fix the 1.11.1/1.11.2 AMLA problem. I don't know what was the cause, because I had no idea what was exactly the change in 1.11.1 that caused the duplication bug, so it was just a lucky guess what to edit to make it work.
I have also fixed the problem with deprecated descriptions Evropi mentioned (if the cause is what I thought it to be, but it should be).
I have added 5 new items, named after various pagan gods of war/combat. If your favourite is missing, don't hesitate to report it.
I have fixed some more bugs too.
Re: Legend of the Invincibles (chapter 9 is out)
ah sry i misworte i meant seconds (so ~3 minuts in total) not minutes, but it was at the end of the scenario when there was no fog and no enemies left so i wonder what the ki thinks about all the time if there is nothing he can do.
edit i found out: in the unreachable areas in the middle of the forsts are tons of enemies caught.
seems like there are some spawnpoints at
(59,15)
(34,3)
(25,39)
(54,48)
(15,71)
(69,93)
they are all at the middle of a forest.
plus some randomly spawned enemies.
edit i found out: in the unreachable areas in the middle of the forsts are tons of enemies caught.
seems like there are some spawnpoints at
(59,15)
(34,3)
(25,39)
(54,48)
(15,71)
(69,93)
they are all at the middle of a forest.
plus some randomly spawned enemies.
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.
Re: Legend of the Invincibles (chapter 9 is out)
It was designed that they are able to walk through impassable (forest in this case) to make them look like attacking from all directions. However, their movement cost there was set to 5, and it was probably too much for some of them (like the demonic Heavy Infantrymen), so I decreased it to 3 in the last version.
Re: Legend of the Invincibles (chapter 9 is out)
are you sure this works?
i switched some demons to my side (with debug mode) and i could not move them, even i i gave them 20 moves ith (:unit moves=20)
edit i changed the code
to
now it works. But i dont really know the terrain_type syntax exacly to i cannot garant for anything..
i switched some demons to my side (with debug mode) and i could not move them, even i i gave them 20 moves ith (:unit moves=20)
edit i changed the code
Code: Select all
[terrain_type]
symbol_image=forest/rainforest-tile
id=rainforest
name= _ "Forest"
editor_name= _ "Rainforest"
string=^Zfr
aliasof=_bas,Xt
mvt_alias=-,_bas,Zft
editor_group=wesnoth-UMC-LotI
[/terrain_type]
Code: Select all
[terrain_type]
symbol_image=forest/rainforest-tile
id=rainforest
name= _ "Forest"
editor_name= _ "Rainforest"
string=^Zfr
aliasof=_bas,Xt
mvt_alias=-,_bas,Xt
editor_group=wesnoth-UMC-LotI
[/terrain_type]
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.
Re: Legend of the Invincibles (chapter 9 is out)
Your correction is perfectly correct, I didn't realise that the terrain was NOT impassable, but something else (that nothing could pass). Alias should be the code of a base terrain, contained in the code, and I wrote there accidentally the code of something that did not exist. It will be in the next update.
Thanks.
Thanks.