A New Heir
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A New Heir
This is the thread for A New Heir, my campaign.
I currently got 11 scenarios running fine.
Please post bugs here!
I currently got 11 scenarios running fine.
Please post bugs here!
Last edited by Astoria on December 27th, 2009, 10:06 am, edited 3 times in total.
Formerly known as the creator of Era of Chaos and maintainer of The Aragwaithi and the Era of Myths.
New Hair campaign
Hi, when I try to load a file in Southbay scenario, the computer tell, that the file is corrupt.
Is that normal ?
Is that normal ?
Re: New Hair campaign
It works fine on my computer, so I think it is only a minor bug on your computer.
Formerly known as the creator of Era of Chaos and maintainer of The Aragwaithi and the Era of Myths.
Re: New Hair campaign
My computer, still has the same problem. It is only me, or somebody else got the "corrupt file" error ?
Re: New Hair campaign
Since there is no such error message in wesnoth nobody gets that error. Once you manage to post the exact error message someone might be able to help you.
"If gameplay requires it, they can be made to live on Venus." -- scott
Re: New Hair campaign
Even if the error is there, it only warns. You can just play it, even if there is a corrupt file.
Formerly known as the creator of Era of Chaos and maintainer of The Aragwaithi and the Era of Myths.
- Mathemagician
- Posts: 43
- Joined: March 24th, 2008, 10:42 pm
- Location: Right behind you
Re: A New Heir
The apprentice mage image doesn't load on linux (and presumably not for macs either). I fixed it by changing
to
Code: Select all
image="/units/Apprentice-mage.png"
Code: Select all
image="units/apprentice-mage.png"
Formerly NeoPhile
Re: A New Heir
After finishing level "Trip to North" next level doesn't start showing error message "Error while playing the game: game_error: unknown unit type: Mounted Genaral". Might it be because of misspell in a word "Genaral" ?
Re: A New Heir
Remember I don't maintain this campaign anymore, you may make all the changes yourself.
Formerly known as the creator of Era of Chaos and maintainer of The Aragwaithi and the Era of Myths.
Re: A New Heir
Raising this because I couldn't find a newer topic even though the campaign has been ported to 1.16.
S1
suddently -> suddenly
I'd like to point out that according to TRoW Magi were used in battle by the Folk of the Green Isle for the first time at the Falling Lich point. So it is questionable that I'm able to recruit Magi for battle in this scenario.
Also, why are using this old Commander sprite instead of the new ones?
Checking Achievements makes it impossible to undo previous moves.
S2
ephimeral -> ephemeral
My ally is a bit too willing to leave his keep to attack.
(Probably applies to S1 too if you allow the enemy to close in.)
It's right here where mainline lore is thrown out of the window.
1) The people of the Green Isle have never before seen orcs and believed them to be myths until TRoW happened. Orcs do not exist on the Green Isle in 122BW.
2) Orcs were brought via portals by the Lich-Lords in the second war, which was initiated by Southbay.
-> no Orcs should be in this campaign. None.
And I haven't quite understood against whom the Wesfolk are rebelling against. After all they are not subjets of any king of the Folk of the Green Isle.
S1
suddently -> suddenly
I'd like to point out that according to TRoW Magi were used in battle by the Folk of the Green Isle for the first time at the Falling Lich point. So it is questionable that I'm able to recruit Magi for battle in this scenario.
Also, why are using this old Commander sprite instead of the new ones?
Checking Achievements makes it impossible to undo previous moves.
S2
ephimeral -> ephemeral
My ally is a bit too willing to leave his keep to attack.
(Probably applies to S1 too if you allow the enemy to close in.)
It's right here where mainline lore is thrown out of the window.
1) The people of the Green Isle have never before seen orcs and believed them to be myths until TRoW happened. Orcs do not exist on the Green Isle in 122BW.
2) Orcs were brought via portals by the Lich-Lords in the second war, which was initiated by Southbay.
-> no Orcs should be in this campaign. None.
And I haven't quite understood against whom the Wesfolk are rebelling against. After all they are not subjets of any king of the Folk of the Green Isle.
Re: A New Heir
Scenario 02:
Scenario 06:
"The fort in under attack!" > "The fort is under attack!"
Scenario 08:
[ai] agression
> [ai] aggression
(multiple times)Scenario 06:
"The fort in under attack!" > "The fort is under attack!"
Scenario 08:
[protect_unit]
is deprecatedRe: A New Heir
S3
station -> season (I'm frankly just guessing with that one)
Apparently Addodran gets recreated every scenario for no reason?
S3 says that Eldors death means I lose, but when he dies, nothing happens. (Also, shouldn't that mean that he isnÄt allowed to die in S2 as well?)
station -> season (I'm frankly just guessing with that one)
Apparently Addodran gets recreated every scenario for no reason?

S3 says that Eldors death means I lose, but when he dies, nothing happens. (Also, shouldn't that mean that he isnÄt allowed to die in S2 as well?)
Re: A New Heir
Scenario 07:
On difficulty NORMAL side 5 does not recruit at all, because there is a bug in the definition.
Also the objective is not clear enough, it says:
But moving Jessica to Pandora's camp does only work when Pandora is on her keep-hex, otherwise nothing will happen.
There are two solutions to fix that:
1. Set
2. Change the objectives to "Move Jessica next to Pandora"
On difficulty NORMAL side 5 does not recruit at all, because there is a bug in the definition.
#ifdef MEDIUM
should be #ifdef NORMAL
Also the objective is not clear enough, it says:
Code: Select all
[objective]
description= _ "Move Jessica to the Wesfolk Camp"
condition=win
[/objective]
There are two solutions to fix that:
1. Set
passive_leader=yes
to Pandors AI2. Change the objectives to "Move Jessica next to Pandora"
Re: A New Heir
S4
Apparently that doesn't work, because I won but I got the 'else' story either way.
Also, why that sprite for the Battlemage? The version on 1.6 wesnoth had a nice one.
S7
The guard survivors of S6 are not healed and appear as wounded units.
S8
inmigrating -> immigrating
It makes no sense that King Caror arrives where he is if the undead are attacking from the north. Maybe make them attack from the east/south? Or make Caror arrive from the east. The way it is, it's too difficult to defend him, especially compared to the 1.6 version.
It also makes no sense that Mal-Jevyan is an Initiate Necromancer. He was a Lich-Lord even before the Wesfolk arrived on the Green Isle.
Also, the Necromancer Initiate is missing it's advancement or it AMLA macro.
I have no idea whether Ogres exist on the Green Isle.
Why would side 3 be Blackmore Guards? In 1.6 they were Southbay.
Code: Select all
[variable]
name=defense_result
equals="win"
[/variable]
[then]
Also, why that sprite for the Battlemage? The version on 1.6 wesnoth had a nice one.
S7
The guard survivors of S6 are not healed and appear as wounded units.
S8
inmigrating -> immigrating
It makes no sense that King Caror arrives where he is if the undead are attacking from the north. Maybe make them attack from the east/south? Or make Caror arrive from the east. The way it is, it's too difficult to defend him, especially compared to the 1.6 version.
It also makes no sense that Mal-Jevyan is an Initiate Necromancer. He was a Lich-Lord even before the Wesfolk arrived on the Green Isle.
Also, the Necromancer Initiate is missing it's advancement or it AMLA macro.
I have no idea whether Ogres exist on the Green Isle.
Why would side 3 be Blackmore Guards? In 1.6 they were Southbay.