Custom Campaign 2.0.8 for Wesnoth 1.14

Discussion and development of scenarios and campaigns for the game.

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max_405
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Joined: December 28th, 2018, 8:38 pm

Re: Custom Campaign 2.0.7 for Wesnoth 1.14

Post by max_405 » January 1st, 2019, 3:14 am

SigurdFireDragon wrote:
December 29th, 2018, 4:40 pm
max_405 wrote:
December 28th, 2018, 8:45 pm
Im experiencing a problem with one of my factions, when i try to recall it tells me "you currently cant recall on the highlighted location" even though my leader is in the keep.
the faction i try to recall with is a faction the AI used as my ally, and then after we won the scenario, i was unable to recall any surviving units, the leader is about to level up too, and i tried adding another leader to see i the problem was with that leader in especific. also, something to note is that formerly that faction had a second leader that could recruit some unique solders, of which none survived the scenario.
Welcome to the forums. :)

I'll need more information for me to figure out what's going on.
What would be most helpful is to launch the 1p - Custom Campaign Scenario, select the faction that you are having problems with, and then make a save and either pm it to me or post it here. Along with that, the names of the leader units in question so I can more easily find what I'm looking for in the save file.
ok, The Names of the Guys are Modoc and an elf Hero called Fithian.
Attachments
Modoc Trouble.gz
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SigurdFireDragon
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Re: Custom Campaign 2.0.7 for Wesnoth 1.14

Post by SigurdFireDragon » January 2nd, 2019, 4:43 am

Thanks for posting the file, I've figured out the problem. I just need to figure out a fix.

Hopefully, I'll have an updated version out on Wednesday or Thursday.

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SigurdFireDragon
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Re: Custom Campaign 2.0.8 for Wesnoth 1.14

Post by SigurdFireDragon » January 3rd, 2019, 12:04 am

Version 2.0.8 is up

Changes:
Fixed 'leaders unable to recall when their recruit list is empty' bug.

This was due to an empty string ending up in the type_adv_tree key in filter recall.

To fix leaders unable to recall with an empty recruit list:
1. Load the faction containing the leader you want to fix in the Custom Campaign Scenario.
2. Select the leader's recruit to edit and leave it blank using version 2.0.8 or greater of CC.
2b. You may have to select a different recruit after selecting the leader in question.
3. Save your faction.

Thanks for the report max_405

max_405
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Joined: December 28th, 2018, 8:38 pm

Re: Custom Campaign 2.0.8 for Wesnoth 1.14

Post by max_405 » January 3rd, 2019, 10:43 pm

no probs m8.
Also i have a little question, could startting with too many units (heros/leaders) cause a bug? (by too many i mean like 5-8)

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SigurdFireDragon
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Re: Custom Campaign 2.0.8 for Wesnoth 1.14

Post by SigurdFireDragon » January 4th, 2019, 4:52 am

max_405 wrote:
January 3rd, 2019, 10:43 pm
could startting with too many units (heros/leaders) cause a bug? (by too many i mean like 5-8)
Having 5-10 starting units should work. No limit was intended. (Other than when the player gives up on designating more starting units, or the map is full. :lol: )

FortTell
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Re: Custom Campaign 2.0.8 for Wesnoth 1.14

Post by FortTell » March 17th, 2019, 4:13 pm

Not sure whether this report should go to Random Campaign or Custom Campaign, but I was playing Random Campaign with Switch Leader mod active and switched the leader on one of the maps. Upon starting the next map, I instantly lost because the old leader was spawned on the keep, not the new one.

Probably not worth fixing on your end, just information that RC/CC and Switch Leader have compatibility issues.

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SigurdFireDragon
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Re: Custom Campaign 2.0.8 for Wesnoth 1.14

Post by SigurdFireDragon » March 23rd, 2019, 12:39 am

FortTell wrote:
March 17th, 2019, 4:13 pm
Not sure whether this report should go to Random Campaign or Custom Campaign, but I was playing Random Campaign with Switch Leader mod active and switched the leader on one of the maps. Upon starting the next map, I instantly lost because the old leader was spawned on the keep, not the new one.
Noted. Not sure when I would get to it, but I'll at least see what I can do with it when I port CC & RC to 1.15.0 BfW when it is released.

ArcdeSeel
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Joined: October 25th, 2016, 1:32 am

Re: Custom Campaign 2.0.8 for Wesnoth 1.14

Post by ArcdeSeel » April 1st, 2019, 3:42 am

I actually can edit the persist file pretty easily, but a useful feature would be to set the recall cost of a unit.

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SigurdFireDragon
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Re: Custom Campaign 2.0.8 for Wesnoth 1.14

Post by SigurdFireDragon » April 2nd, 2019, 4:54 pm

ArcdeSeel wrote:
April 1st, 2019, 3:42 am
I actually can edit the persist file pretty easily, but a useful feature would be to set the recall cost of a unit.
Maybe? I did drop some features from the 1.x version, so as to have a better focus on the core functionality and for code simplicity. When I get to working on this again, I'll see if it fits/makes sense or if it's something that should be in a separate mod

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