LotI Modification

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lhybrideur
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Re: LotI Era

Post by lhybrideur »

LotI era is not supposed to be used at the same time as LotI.
I actually expect a lot of problems doing so.
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Re: LotI Era

Post by white_haired_uncle »

lhybrideur wrote: July 22nd, 2024, 8:07 am LotI era is not supposed to be used at the same time as LotI.
I actually expect a lot of problems doing so.
That sounds like something worth including in the first post to this thread, and maybe in the description when you install it (if it's not already there).
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lhybrideur
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Re: LotI Era

Post by lhybrideur »

LotI Modification 2.7 is out.
2.6 added Dunefolk unit. 2.7 adds the generic AMLAs to custom units, thanks to code by ForestDragon
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Lord-Knightmare
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Re: LotI Era

Post by Lord-Knightmare »

lhybrideur wrote: July 22nd, 2024, 8:07 am LotI era is not supposed to be used at the same time as LotI.
I actually expect a lot of problems doing so.
Maybe you can add built-in incompatibility declarations which calls out that the combination should be disabled.
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lhybrideur
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Re: LotI Era

Post by lhybrideur »

Version 2.7.2 has been published.
Units that do not lvl up from mainline units are now separated into an "enemies" folder.
To add them all to your campaign, add {~add-ons/LotI_Era/units/enemies} to your _main.cfg, or add only each individual unit you want.
This breaks compatibility with add-ons using those units.
I also extended the weapon binding to more weapons (e.g. the composite bow of dunefolk is now considered a bow).
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DennisVanBeek
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Re: LotI Era

Post by DennisVanBeek »

After installing the plugin, an error is shown:
> The following add-on had errors and could not be loaded: ~/.config/wesnoth-1.16/data/add-ons/LotI_Era/_main.cfg

Please report this to the author or maintainer of this add-on.

Details:
Macro/file '~add-ons/LotI_Era/units/Mainline' is missing
at ~add-ons/LotI_Era/_main.cfg:97

Edit: I copied the directory `mainline` to `Mainline` and it seems to be working, so probably only a capital letter mistake.
Probably you're on Windows? :lol:
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lhybrideur
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Re: LotI Era

Post by lhybrideur »

DennisVanBeek wrote: May 26th, 2025, 9:28 am
Hi DennisVanBeek,
Thank you for using my add-on.
I assume you are still on 1.16 considering the bug has been fixed on 1.18.
I will publish an update for 1.16 correcting this bug and report here when it is done.

EDIT: fix for 1.16 on Linux uploaded
Last edited by lhybrideur on May 28th, 2025, 10:55 am, edited 1 time in total.
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DennisVanBeek
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Re: LotI Era

Post by DennisVanBeek »

lhybrideur wrote: May 26th, 2025, 11:10 am Hi DennisVanBeek,
Thank you for using my add-on.
I assume you are still on 1.16 considering the bug has been fixed on 1.18.
I will publish an update for 1.16 correcting this bug and report here when it is done.
Thanks for making it :)

Yes, I'm still on 1.16.

I also have a question:
Only the leader (I'm playing Legends of Idaamub, so in this case 'Io') can pick up items.
When another units steps on the item, nothing happens. It doesn't matter what type (knife, book, potion, money, etc.).
Is this intended, or a bug, or am I doing something wrong?
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lhybrideur
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Re: LotI Modification

Post by lhybrideur »

Loti Modification 2.7.5 is out.
This is mostly a maintenance release.
A notable different is that AI units can no longer pick up items and units can no longer pick up items dropped by their side.
This breaks compatibility with replays of previous versions.

As a showcase of the add-on, a replay of Afterlife + Loti Modification by two terrible players, me and myself
Attachments
Afterlife revoir la partie 20250728-131638.gz
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lhybrideur
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Re: LotI Modification

Post by lhybrideur »

LotI Modification 3.0 is out.

Main change is that the add-on now uses custom IDs for units and macros, allowing better compatibility with other add-ons.

There are two temporary drawbacks to that:
- For player: this breaks compatibility with previous saves and replay. Do not update if you are currently playing a campaign with the modification active. If needed to can find the previous version of the mod on GitHub https://github.com/rodolphecombe/loti-era/tree/2.7.5
- For modders: if you use Loti Modification as a dependency for you add-on, you will have to update unit and macro IDs.
Please excuse me for the inconvenience.
Penetraburras6969
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Re: LotI Modification

Post by Penetraburras6969 »

Hi. Previously, units could acquire traits such as regenerates 32, drain, ghost, etc. Now that no longer happens, regardless of how many units I recruit. It used to happen that only the enemy could acquire those traits, but now even they can't. Could it be a bug? I've tested it in SP and MP campaigns.
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lhybrideur
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Re: LotI Modification

Post by lhybrideur »

Penetraburras6969 wrote: November 1st, 2025, 5:58 pm
I will investigate
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lhybrideur
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Re: LotI Modification

Post by lhybrideur »

Penetraburras6969 wrote: November 1st, 2025, 5:58 pm
Here is the result of my investigation.

First, it seems to work, on my computer at least (tested in local MP game, one AI vs another one, got a goblin with regenerates 32).
Second, looking at the code (https://github.com/rodolphecombe/loti-e ... .cfg#L1243):
- You won't get loyal and highlander units in MP.
- Side 1 will not get random bonuses in SP.
- There is no random bonuses for other sides either in SP in EASY difficulty (to not make it too difficult).

Does any of these three points correspond to the use case where you noticed the issue?
I will test later in a me against me MP match to check.
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