The Fall of Wesnoth Campaign version 0.0.12 released

Discussion and development of scenarios and campaigns for the game.

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Huston
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Re: The Fall of Wesnoth Campaign version 0.0.8

Post by Huston »

Ok. So I have just released version 0.0.8 of the campaign. it contains the next 3 scenarios. hopefully there will be more released sometime next week. please restart your game because there was a lot added story-wise to scenario 1.
ydcl
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Re: The Fall of Wesnoth Campaign version 0.0.8

Post by ydcl »

Hi, I've got a header_offset msg error, I use 1.6.4 version on windows xp.
Thanks
I don't know how to make, a screen capture, of the msg, sorry.
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Huston
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Re: The Fall of Wesnoth Campaign version 0.0.8

Post by Huston »

sorry about that. i thought i had fixed it. expect it to be fixed later today. which scenario did you recieve it on?

EDIT: Nevermind. it happens on scenario 1.
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Huston
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Re: The Fall of Wesnoth Campaign version 0.0.8

Post by Huston »

Fixed and uploaded.
ydcl
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Re: The Fall of Wesnoth Campaign version 0.0.8

Post by ydcl »

Thanks
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Huston
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Re: The Fall of Wesnoth Campaign version 0.0.8

Post by Huston »

scenario 5 released.
coded Rebellion During the Dark Age
Currently working on:
Era of the Future
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Pentarctagon
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Re: The Fall of Wesnoth Campaign version 0.0.8

Post by Pentarctagon »

on 1.6.4 i get an unknown terrain error when the game tries to load the second scenario (i have all other required add-ons). i looked, and the problem was that the _main.cfg does not have

Code: Select all

{~campaigns/Wesnoth_1.7_Terrain_Pack/terrain.cfg}
{~campaigns/Wesnoth_1.7_Terrain_Pack/terrain-graphics/}
{~campaigns/Wesnoth_1.7_Terrain_Pack/terrain-graphics.cfg}
in it. after i added this, it worked fine.
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ydcl
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Re: The Fall of Wesnoth Campaign version 0.0.8

Post by ydcl »

Can somebody explain to me, why the campaign is listed as complete, when you still working on it ?
Thanks
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Huston
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Re: The Fall of Wesnoth Campaign version 0.0.8

Post by Huston »

Pentarctagon wrote:on 1.6.4 i get an unknown terrain error when the game tries to load the second scenario (i have all other required add-ons). i looked, and the problem was that the _main.cfg does not have

Code: Select all

{~campaigns/Wesnoth_1.7_Terrain_Pack/terrain.cfg}
{~campaigns/Wesnoth_1.7_Terrain_Pack/terrain-graphics/}
{~campaigns/Wesnoth_1.7_Terrain_Pack/terrain-graphics.cfg}
in it. after i added this, it worked fine.
ok. thanks. i thought i had included that, but appearently not.

ydcl wrote:Can somebody explain to me, why the campaign is listed as complete, when you still working on it ?
Thanks
umm... it shouldn't be seeing as it is only at version 0.0.9b right now.


EDIT: expect delays on scenario 6. lil bro broke his arm. and it is family before wesnoth.
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Re: The Fall of Wesnoth Campaign version 0.0.8

Post by Soliton »

You lose if you kill the Orc leader in the first scenario.

In the following scenario Gwadoc turns back into a level 1 Sergeant with no XP even so I leveled him in the first scenario. For some reason the villager spawn event is "first_time_only=no" and thus you can produce an infinite amount of peasants.

Played on 1.7.3.
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Re: The Fall of Wesnoth Campaign version 0.0.8

Post by TheGreatRings »

Soliton wrote:You lose if you kill the Orc leader in the first scenario.

In the following scenario Gwadoc turns back into a level 1 Sergeant with no XP even so I leveled him in the first scenario. For some reason the villager spawn event is "first_time_only=no" and thus you can produce an infinite amount of peasants.

Played on 1.7.3.
The first two definitely sound like bugs of some sort. Killing the orc leader should be optional but not required to win. Gwadoc is supposed to jump to the swordsman line after joining the prince's guard in the second scenario. I should point out that their is precedent for this kind of jump from one line to another in a mainline campaign, I believe (Tallin in Northern Rebirth).
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Huston
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Re: The Fall of Wesnoth Campaign version 0.0.8

Post by Huston »

The Great Rings wrote:Gwadoc is supposed to jump to the swordsman line after joining the prince's guard in the second scenario.
not. this will not happen unless i can get an artist to help by making custum art for a new unit line that would be more powerful than the spearman line. because sergent line> spearman line weakens him by eliminating his ranged attack.
Soliton wrote:You lose if you kill the Orc leader in the first scenario.
yes that is a bug. thank you for catching it(i never managed to actually kill him).

EDIT: i just looked at the event's coding and the endlevel tag does say result=victory.
Soliton wrote:In the following scenario Gwadoc turns back into a level 1 Sergeant with no XP even so I leveled him in the first scenario.
hmm. this shouldn't be happening. i will look into it.
Soliton wrote: For some reason the villager spawn event is "first_time_only=no" and thus you can produce an infinite amount of peasants.
oops, guess that was a pretty big mistake. i'll fix that tommorrow night(i'll be taking care of my bro during the day)

all in all expect the bugfix release to be Tuesday sometime after midnight eastern U.S. time as long as i finish debugging it by then.
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Re: The Fall of Wesnoth Campaign version 0.0.8

Post by TheGreatRings »

Huston wrote:
The Great Rings wrote:Gwadoc is supposed to jump to the swordsman line after joining the prince's guard in the second scenario.
not. this will not happen unless i can get an artist to help by making custum art for a new unit line that would be more powerful than the spearman line. because sergent line> spearman line weakens him by eliminating his ranged attack.
Fair enough. However, if that can't be resolved I may have to do a little rewriting. I'll PM you about it later.
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Re: The Fall of Wesnoth Campaign version 0.0.8

Post by Soliton »

Huston wrote:EDIT: i just looked at the event's coding and the endlevel tag does say result=victory.
It never gets there since you kill everyone just before. The filter goes directly in [kill].

You can not win scenario 4 since (apart from the ridiculous amount of enemies) when you reach the signpost the level does not end.
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Huston
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Re: The Fall of Wesnoth Campaign version 0.0.8

Post by Huston »

Soliton wrote:
Huston wrote:EDIT: i just looked at the event's coding and the endlevel tag does say result=victory.
It never gets there since you kill everyone just before. The filter goes directly in [kill].
ah ok. i'll fix that.
Soliton wrote: You can not win scenario 4 since (apart from the ridiculous amount of enemies) when you reach the signpost the level does not end.
ok i'll have to fix that too.
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