Lonely Era (first release available for 1.12)
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Lonely Era (first release available for 1.12)
Hey, everybody! I'm creating an era called the "Lonely Era" which I've just made available for download on the add-ons server. Similar to the Ageless Era, it compiles other eras and factions; but on the contrary, it targets the older, smaller, and isolated factions and eras. Larger and more-popular eras and factions are less likely to be included. At the time of this post, it's very incomplete, but will be added on to. Suggestions for future additions and help with balancing and de-bugging is welcome.
Below is a list that will be added on to as more factions are added to the era.
Current Factions:
Below is a list that will be added on to as more factions are added to the era.
Current Factions:
Gremlins faction http://forums.wesnoth.org/viewtopic.php?f=19&t=27173
Santa's Helpers (Merry Christmas) http://forums.wesnoth.org/viewtopic.php?f=8&t=32519
Vaeringjar faction http://forums.wesnoth.org/viewtopic.php?f=19&t=25174
Last edited by Shield on November 19th, 2015, 5:21 pm, edited 1 time in total.
Lonely Era (experiencing update difficulties)
Hey, everybody! Sorry for the delay, but I've been having a problem uploading the most recent version of Lonely Era to the addon server...
Here's the error message I get whenever I try to upload it:

It doesn't even allow me to see the addon server until I remove the folder, but I don't see what I did wrong with the code...
Here's a .txt of what I basically have (my email and the passphrase are intentionally dotted out, here): If anybody has any idea what the problem is, your help would be enormously appreciated.
Here's the error message I get whenever I try to upload it:

It doesn't even allow me to see the addon server until I remove the folder, but I don't see what I did wrong with the code...
Here's a .txt of what I basically have (my email and the passphrase are intentionally dotted out, here): If anybody has any idea what the problem is, your help would be enormously appreciated.
Re: Lonely Era (first release available for 1.12)
Wrong quote marks.
btw,
Code: Select all
type="era"
version=“0.1.4”
icon="data/core/images/units/human-magi/red-mage+female-die-1.png"
-> icon="units/human-magi/red-mage+female-die-1.png"
Re: Lonely Era (first release available for 1.12)
Wow, thank you so much! I never would've guessed it was something like that. The latest version will be up, shortly!Ravana wrote:Wrong quote marks.
Code: Select all
type="era" version=“0.1.4”
Re: Lonely Era (first release available for 1.12)
Alright, so the quotation marks are fixed, but...

Is this another problem with the .pbl file, or something else? (I can't tell since it isn't telling me where the problem file is)

Is this another problem with the .pbl file, or something else? (I can't tell since it isn't telling me where the problem file is)
Re: Lonely Era (first release available for 1.12)
This means some other file, and the message quite literally tells what is wrong.
- ChaosRider
- Posts: 1041
- Joined: April 15th, 2012, 1:15 pm
Re: Lonely Era (first release available for 1.12)
You can use program named "Renamer" to change from all files which contains space for "_".
While using it you have huge list of files from the folder which you dropped to this program, all changed files (where space has been found and changed for "_") will be in red color (You can select to have first all red, later all in black).
While using it you have huge list of files from the folder which you dropped to this program, all changed files (where space has been found and changed for "_") will be in red color (You can select to have first all red, later all in black).
Creator of WOTG (+5000 units), MWC (+615 units), SurvivorsArea, RandomColosseum, RC WOTG, RC MWC, ColosseumRandomClonesBattle, BetweenDarknessAndLight, StealingWeapons, MoreUnitsForms, MoreDamageTypes, CanBeOnlyOne, ColosseumOneWinner, BonusSpam, CriticalStrike - available at 1.18 Wesnoth server.
Re: Lonely Era (first release available for 1.12)
I had a feeling it wasn't the .pbl again, I just wanted to be positive.Ravana wrote:This means some other file, and the message quite literally tells what is wrong.
I've gone through the files I'd messed with between updates and things don't really seem out of place; I hardly made any changes code-wise from the previous version...
Here's the files: Sorry if I seem kind of needy, I'm still pretty inexperienced at this.
Re: Lonely Era (first release available for 1.12)
\Lonely_Era>dir /B /S > tmp.txt
revealed that you have
Code: Select all
Line 20: Lonely_Era\images\WIP attacks
Line 240: Lonely_Era\images\WIP attacks\.DS_Store
Line 241: Lonely_Era\images\WIP attacks\gaz.png
Line 242: Lonely_Era\images\WIP attacks\originals
Line 243: Lonely_Era\images\WIP attacks\originals\gaz.png
Line 244: Lonely_Era\images\WIP attacks\originals\touch-light.png
Re: Lonely Era (first release available for 1.12)
Thanks! Sometimes I forget how persnickety Wesnoth can be, especially since there wasn't even anything telling it to access that file ingame.
Anyways, version 0.1.2 is now available for download!
I fixed some deprecated code in the Christmas Elves' attack specials, so now I need to see if I can get their advancement dialogue working.
Things are moving forward!
Anyways, version 0.1.2 is now available for download!
I fixed some deprecated code in the Christmas Elves' attack specials, so now I need to see if I can get their advancement dialogue working.
Things are moving forward!

-
- Posts: 31
- Joined: February 17th, 2014, 8:08 pm
Re: Lonely Era (first release available for 1.12)
If I may, I would suggest you to add the following factions:
-Elements of Nature faction (Age of Tentacles add-on), by Saurrian
-Hellish Demons faction, by battlestar
-Order of Magic faction, by Nightshayde (this one wasn't ported to 1.12, so I suggest you take the 1.10 version)
-The three factions from the Evil Faith add-on (Dark Forces, Forgotten Legion, Lux), by Derkej (no 1.12 version; use 1.10 version)
I'd also add the Nightmares of Meloen, but iirc this faction had some popularity, and it wasn't ported from 1.10 to 1.12.
Don't forget to add an unique tag to unit ids ("Lonely_Era_Warlock" instead of "Warlock", for instance), of course. Too many people in the community forget it.
-Elements of Nature faction (Age of Tentacles add-on), by Saurrian
-Hellish Demons faction, by battlestar
-Order of Magic faction, by Nightshayde (this one wasn't ported to 1.12, so I suggest you take the 1.10 version)
-The three factions from the Evil Faith add-on (Dark Forces, Forgotten Legion, Lux), by Derkej (no 1.12 version; use 1.10 version)
I'd also add the Nightmares of Meloen, but iirc this faction had some popularity, and it wasn't ported from 1.10 to 1.12.
Don't forget to add an unique tag to unit ids ("Lonely_Era_Warlock" instead of "Warlock", for instance), of course. Too many people in the community forget it.
Re: Lonely Era (first release available for 1.12)
Version 0.1.3 is now available!
Now you can play as the Vaeringjar! Have fun smashing puny Christmas Elves with those darn vikings.
CURRENT BUGS:
Now you can play as the Vaeringjar! Have fun smashing puny Christmas Elves with those darn vikings.
CURRENT BUGS:
- the custom "berserk" ability the Eirson line has doesn't work, for some reason
...neither does its "herbalist" ability (this is a problem the faction has always had, and needs fixing)
Although the Christmas Elves now say their lines upon advancing, they unfortunately say all their lines, repeatedly, and sound like broken records.
Thanks a lot for these suggestions! I'll be sure to give them a look! However, I must say that I may not add the Elements of Nature for some time, since I'm pretty sure it's still being maintained; not to mention the complexity of the "infect" weapon special, which I'd have an awful hard time updating, if it became deprecated. Maybe once a stable release for Wesnoth 1.13 comes out, and the Age of Tentacles updates to match, I may integrate it. (if it doesn't upgrade to match 1.13, I'll just have to copy-paste the "infect" special's code and hope it holds up...)GL_Network wrote:If I may, I would suggest you to add the following factions:
-Elements of Nature faction (Age of Tentacles add-on), by Saurrian
-Hellish Demons faction, by battlestar
-Order of Magic faction, by Nightshayde (this one wasn't ported to 1.12, so I suggest you take the 1.10 version)
-The three factions from the Evil Faith add-on (Dark Forces, Forgotten Legion, Lux), by Derkej (no 1.12 version; use 1.10 version)
I, too, have considered this. Hard to say, since it was so popular, but it's no longer maintained as a standalone faction, either... I'll need some time to mull it over, especially with the daunting task of updating the WML for the unique "Arcane Focus" and "Jinx" specials...I'd also add the Nightmares of Meloen, but iirc this faction had some popularity, and it wasn't ported from 1.10 to 1.12.
Good Idea! I'm sure there are lots of "Warlock" units out there-- thank you for the tip!Don't forget to add an unique tag to unit ids ("Lonely_Era_Warlock" instead of "Warlock", for instance), of course. Too many people in the community forget it.
Re: Lonely Era (first release available for 1.12)
Hmm... I am having some trouble with fixing the errors mentioned above, because they both deal with "variables," which I am largely unfamiliar with.
The "herbalist" ability is unique, it's not quite a 'healing' ability (though it does slow poison, I think...), but is supposed to function a lot like "leadership." But unlike leadership, it gives the unit an attack special, instead of boosting their basic damage. It's described by the author that the Eirson uses "mushrooms" to help stoke his comrades into a frenzy in combat; that is, they are granted the "berserk" ability when adjacent to him. However, they also are supposed to have a chance of being slowed instead of that, because drugs are for chumps, kids.
Since I don't know what to ask google, I'm going to just place the special's WML below. I think it's important to know that the Eirson's own berserk attack special doesn't work either, despite not having any fancy code like this. Maybe it doesn't work because of this ability?? Even in its original thread, the herbalist ability was problematic; I copy-pasted the code from the latest version I could find, but that was for Wesnoth 1.6. I can't quite tell what's off...
As for the Christmas Elves' problem, while not really affecting gameplay, it's the more annoying issue. When the elf levels up and gets AMLA, they say one of three lines, which depend on what advancement they get; each AMLA path has its own set of messages for the elf to say, and the elf is supposed to say one of them, picked randomly. In this error, the elf says all of their AMLA lines, repeatedly; they may repeat one three times in a row then say the other two, but it seems that, for some reason, they always speak five times.
The elves used to not speak at all; I fixed this problem eventually by putting the {GENERAL_EVENTS} macro in their unit code. However, this caused the above-mentioned problem to arise. I don't know if it's caused by the variableWML changing between 1.10 and 1.12, or some other thing I'm missing. But here's "GENERAL_EVENTS":
Sorry for slapping these huge amounts of text down, but I'm stumped. I just don't feel comfortable adding more factions to the era while leaving the problems with these ones unattended, and don't know what to do with them. I could really use some help...
The "herbalist" ability is unique, it's not quite a 'healing' ability (though it does slow poison, I think...), but is supposed to function a lot like "leadership." But unlike leadership, it gives the unit an attack special, instead of boosting their basic damage. It's described by the author that the Eirson uses "mushrooms" to help stoke his comrades into a frenzy in combat; that is, they are granted the "berserk" ability when adjacent to him. However, they also are supposed to have a chance of being slowed instead of that, because drugs are for chumps, kids.
Since I don't know what to ask google, I'm going to just place the special's WML below. I think it's important to know that the Eirson's own berserk attack special doesn't work either, despite not having any fancy code like this. Maybe it doesn't work because of this ability?? Even in its original thread, the herbalist ability was problematic; I copy-pasted the code from the latest version I could find, but that was for Wesnoth 1.6. I can't quite tell what's off...
Code: Select all
#define ABILITY_HERBALIST
[heal]
id=herbalist
name= _ "herbalist"
description= _ "Adjacentent Allies at the start of the turn are granted Berserk (Herbalist), but sometimes are slowed."
affect_self=no
[affect_adjacent]
adjacent=n,ne,se,s,sw,nw
[/affect_adjacent]
affect_allies=yes
poison=slowed
[/heal]
[/abilities]
[event]
name=side turn
first_time_only=no
[store_unit]
[filter]
[wml_filter]
herbalisted=1
[/wml_filter]
[/filter]
variable=herbalist_refresh
[/store_unit]
{FOREACH herbalist_refresh i}
{CLEAR_VARIABLE herbalist_refresh[$i].attack.specials.berserk}
{VARIABLE herbalist_refresh[$i].herbalisted 0}
[unstore_unit]
variable=herbalist_refresh[$i]
[/unstore_unit]
{NEXT i}
[store_unit]
[filter]
side=$side_number
[filter_adjacent]
type=fe_eir,fe_vor,fe_idun
is_enemy=no
[/filter_adjacent]
[/filter]
variable=herbalisted
[/store_unit]
{FOREACH herbalisted i}
[if]
[variable]
name=herbalisted[$i].attack.specials.berserk.id
not_equals="berserk_herb"
[/variable]
[then]
{VARIABLE herbalisted[$i].herbalisted 1}
{VARIABLE herbalisted[$i].attack.specials.berserk.id berserk_herb}
{VARIABLE herbalisted[$i].attack.specials.berserk.name "berserk (herbalist)"}
{VARIABLE herbalisted[$i].attack.specials.berserk.description "Berserk (Herbalist):
This unit has been affected by herbs and will fight in a berserk fury until either it or it's opponant is dead, or for 10 rounds of combat. This can cause slow."}
{VARIABLE herbalisted[$i].attack.specials.berserk.value "10"}
{RANDOM yes,yes,yes,no}
{VARIABLE herbalisted[$i].status.slowed "$random"}
{CLEAR_VARIABLE random}
[unstore_unit]
variable=herbalisted[$i]
[/unstore_unit]
[/then]
[/if]
{NEXT i}
[/event]
[+abilities]
#enddef
The elves used to not speak at all; I fixed this problem eventually by putting the {GENERAL_EVENTS} macro in their unit code. However, this caused the above-mentioned problem to arise. I don't know if it's caused by the variableWML changing between 1.10 and 1.12, or some other thing I'm missing. But here's "GENERAL_EVENTS":
Code: Select all
#define GENERAL_EVENTS
[event]
name=attack
[filter_attack]
special=gift
[/filter_attack]
[if]
[not]
[variable]
name=gift_message_said
equals=yes
[/variable]
[/not]
[then]
{VARIABLE gift_message_said yes}
[message]
speaker=unit
message= _ "Merry Christmas! Have a present!"
[/message]
[message]
speaker=second_unit
message= _ "Thanks... what do I do with this?"
[/message]
[/then]
[/if]
[/event]
[event]
name=post_advance
first_time_only=no
{FOREACH unit.modifications.advance i}
[if]
[not]
[variable]
name=unit.variables.$unit.modifications.advance[$i].id|_event_fired
equals=yes
[/variable]
[/not]
[then]
{VARIABLE unit.variables.$unit.modifications.advance[$i].id|_event_fired yes}
[unstore_unit]
variable=unit
[/unstore_unit]
[fire_event]
name=$unit.modifications.advance[$i].id
[primary_unit]
id=$unit.id
[/primary_unit]
[/fire_event]
[/then]
[/if]
{NEXT i}
[/event]
[event]
name=amla_twin
first_time_only=no
{RANDOM 1..3}
[switch]
variable=random
[case]
value=1
[message]
speaker=unit
message= _ "Hey, I have two hands. I could give out twice as many presents!"
[/message]
[/case]
[case]
value=2
[message]
speaker=unit
message= _ "This new technique makes wrapping a snap."
[/message]
[/case]
[case]
value=3
[message]
speaker=unit
message= _ "Hey, we have plenty of money! Presents for everyone!"
[/message]
[/case]
[/switch]
{CLEAR_VARIABLE random}
[/event]
[event]
name=amla_strong
first_time_only=no
{RANDOM 1..3}
[switch]
variable=random
[case]
value=1
[message]
speaker=unit
message= _ "Now I can hit harder."
[/message]
[/case]
[case]
value=2
[message]
speaker=unit
message= _ "I feel stronger."
[/message]
[/case]
[case]
value=3
[message]
speaker=unit
message= _ "I bet I could out-pull Blitzen."
[/message]
[/case]
[/switch]
{CLEAR_VARIABLE random}
[/event]
[event]
name=amla_snowstalk
first_time_only=no
{RANDOM 1..3}
[switch]
variable=random
[case]
value=1
[message]
speaker=unit
message= _ "The tall ones won't be able to see me if I hunker down in a snowdrift."
[/message]
[/case]
[case]
value=2
[message]
speaker=unit
message= _ "Think like a white rabbit."
[/message]
[/case]
[case]
value=3
[message]
speaker=unit
message= _ "I feel sneaky."
[/message]
[/case]
[/switch]
{CLEAR_VARIABLE random}
[/event]
[event]
name=amla_dodge
first_time_only=no
{RANDOM 1..3}
[switch]
variable=random
[case]
value=1
[message]
speaker=unit
message= _ "Why don't I just jump out of the way when I'm attacked?"
[/message]
[/case]
[case]
value=2
[message]
speaker=unit
message= _ "It's hard to hit a moving target."
[/message]
[/case]
[case]
value=3
[message]
speaker=unit
message= _ "Hey, tall ones! I'm over there!"
[/message]
[/case]
[/switch]
{CLEAR_VARIABLE random}
[/event]
[event]
name=amla_speed
first_time_only=no
{RANDOM 1..3}
[switch]
variable=random
[case]
value=1
[message]
speaker=unit
message= _ "Race ya!"
[/message]
[/case]
[case]
value=2
[message]
speaker=unit
message= _ "I feel faster."
[/message]
[/case]
[case]
value=3
[message]
speaker=unit
message= _ "Let's hurry."
[/message]
[/case]
[/switch]
{CLEAR_VARIABLE random}
[/event]
[event]
name=amla_skirmisher
first_time_only=no
{RANDOM 1..3}
[switch]
variable=random
[case]
value=1
[message]
speaker=unit
message= _ "I feel unstoppable!"
[/message]
[/case]
[case]
value=2
[message]
speaker=unit
message= _ "I think it'd be fun to slip around behind them."
[/message]
[/case]
[case]
value=3
[message]
speaker=unit
message= _ "Jesus wasn't born in the winter."
[/message]
[/case]
[/switch]
{CLEAR_VARIABLE random}
[/event]
[event]
name=amla_rapid_ranged
first_time_only=no
{RANDOM 1..3}
[switch]
variable=random
[case]
value=1
[message]
speaker=unit
message= _ "If at first the target's missed, try try again."
[/message]
[/case]
[case]
value=2
[message]
speaker=unit
message= _ "I just found a heap more arrows under that snowdrift."
[/message]
[/case]
[case]
value=3
[message]
speaker=unit
message= _ "I'm gonna start shooting faster."
[/message]
[/case]
[/switch]
{CLEAR_VARIABLE random}
[/event]
[event]
name=amla_suction_arrow
first_time_only=no
{RANDOM 1..3}
[switch]
variable=random
[case]
value=1
[message]
speaker=unit
message= _ "I just remembered-I have a bow & arrow set with me!"
[/message]
[/case]
[case]
value=2
[message]
speaker=unit
message= _ "These suction cups could cause some annoyance."
[/message]
[/case]
[case]
value=3
[message]
speaker=unit
message= _ "Next time the tall ones shoot, I'll shoot back!"
[/message]
[/case]
[/switch]
{CLEAR_VARIABLE random}
[/event]
[event]
name=amla_rapid_melee
first_time_only=no
{RANDOM 1..3}
[switch]
variable=random
[case]
value=1
[message]
speaker=unit
message= _ "My arms feel limber."
[/message]
[/case]
[case]
value=2
[message]
speaker=unit
message= _ "I can hit like a wind-up ninja."
[/message]
[/case]
[case]
value=3
[message]
speaker=unit
message= _ "Happy Holidays!"
[/message]
[/case]
[/switch]
{CLEAR_VARIABLE random}
[/event]
[event]
name=amla_tough
first_time_only=no
{RANDOM 1..3}
[switch]
variable=random
[case]
value=1
[message]
speaker=unit
message= _ "Being out here is quite an experience, but I can take it."
[/message]
[/case]
[case]
value=2
[message]
speaker=unit
message= _ "These tall ones aren't so tough."
[/message]
[/case]
[case]
value=3
[message]
speaker=unit
message= _ "Merry Christmas!"
[/message]
[/case]
[/switch]
{CLEAR_VARIABLE random}
[/event]
[event]
name=amla_leadership
first_time_only=no
{RANDOM 1..3}
[switch]
variable=random
[case]
value=1
[message]
speaker=unit
message= _ "Stick close, elves. Don't get separated."
[/message]
[/case]
[case]
value=2
[message]
speaker=unit
message= _ "Follow me to victory!"
[/message]
[/case]
[case]
value=3
[message]
speaker=unit
message= _ "I have the red hat."
[/message]
[/case]
[/switch]
{CLEAR_VARIABLE random}
[/event]
#enddef
Re: Lonely Era (first release available for 1.12)
1)
2) I do not support overuse of [message] at all. There are alternatives that do not stall game. However, it is likely that adding id to these events will fix it. Constant amount of repetitions suggests that the macro is loaded that constant amount of times. For example if you put that macro to unit code then you get messages for each unit that has existed during that game.
[wml_filter]
-> [filter_wml]
2) I do not support overuse of [message] at all. There are alternatives that do not stall game. However, it is likely that adding id to these events will fix it. Constant amount of repetitions suggests that the macro is loaded that constant amount of times. For example if you put that macro to unit code then you get messages for each unit that has existed during that game.
-
- Posts: 31
- Joined: February 17th, 2014, 8:08 pm
Re: Lonely Era (first release available for 1.12)
For the herbalist special, I'm worried that it does nohing as it is. The event filters the unit based on its id, not on whether it has the special or not. Fixing this will make it easier to maintain the WML code.
Let me guess. There are exactly five Christmas Elves units with these events in their code, right?Shield wrote:As for the Christmas Elves' problem, while not really affecting gameplay, it's the more annoying issue. When the elf levels up and gets AMLA, they say one of three lines, which depend on what advancement they get; each AMLA path has its own set of messages for the elf to say, and the elf is supposed to say one of them, picked randomly. In this error, the elf says all of their AMLA lines, repeatedly; they may repeat one three times in a row then say the other two, but it seems that, for some reason, they always speak five times.
The elves used to not speak at all; I fixed this problem eventually by putting the {GENERAL_EVENTS} macro in their unit code. However, this caused the above-mentioned problem to arise. I don't know if it's caused by the variableWML changing between 1.10 and 1.12, or some other thing I'm missing. But here's "GENERAL_EVENTS":