Campaign: Saving Elensefar

Discussion and development of scenarios and campaigns for the game.

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MadMax
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Post by MadMax »

turin wrote:boo.... i thought i removed that debug message...

if you click enough times, it will work, though. Its just that there are about 10 debug messages popping up that are identical.
Also,

Code: Select all

			[store_unit]
				[filter]
				[/filter]
			variable=everyoneelse
			[/store_unit]
(in #define PORT_EE S) should be

Code: Select all

			[store_unit]
				[filter]
				[/filter]
			variable=everyoneelse
			kill=yes
			[/store_unit]
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scott
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Post by scott »

The wesnoth ships sail onto land

I also like the shadow mage. This is a perfect "in-role" usage for them.
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MadMax
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Post by MadMax »

Also, you need to use a different ID with the Wesnothian Galleons in The High Seas to avoid conflict with FtF.
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scott
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Post by scott »

And my recall list was doubled up somewhere. I noticed this during my first sea battle.

This happened to me in Liberty when changing the peasants to outlaws. For some reason units in the recall list that were changed using [store_unit] were copied not moved. I ended up fixing it by deleting the peasants after switching them over to outlaws. Your problem may have a different cause.

PS you start out on turn 1 with 0 movement when revisiting the High Seas. Maybe you could do a store unit and give it move points back.
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turin
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Post by turin »

MadMax wrote:
turin wrote:boo.... i thought i removed that debug message...

if you click enough times, it will work, though. Its just that there are about 10 debug messages popping up that are identical.
Also,

Code: Select all

			[store_unit]
				[filter]
				[/filter]
			variable=everyoneelse
			[/store_unit]
(in #define PORT_EE S) should be

Code: Select all

			[store_unit]
				[filter]
				[/filter]
			variable=everyoneelse
			kill=yes
			[/store_unit]
Why? Since it is the end of the scenario and they are not on side 1, it does not matter if they are killed or not...


Oh, wait. Thats why its doubling up... i need it to only store units on the map, not those in your recall list. How do i do that? I could just have it not store other side=1 units, since there shouldn't be any others...
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And I hate stupid people.
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MadMax
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Post by MadMax »

turin wrote:How do i do that?
store all side 1 units from 1,1 to the lower right corner of the map.
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turin
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Post by turin »

MadMax wrote:
turin wrote:How do i do that?
store all side 1 units from 1,1 to the lower right corner of the map.
Isn't that too many iterations, though? There is a 1024 limit, and i tried something similar in a different scenario that didn't work because of this...
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Elvish_Pillager
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Post by Elvish_Pillager »

turin wrote:Isn't that too many iterations, though? There is a 1024 limit, and i tried something similar in a different scenario that didn't work because of this...
No, that limit's only for [while] loops.
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turin
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Post by turin »

Elvish Pillager wrote:
turin wrote:Isn't that too many iterations, though? There is a 1024 limit, and i tried something similar in a different scenario that didn't work because of this...
No, that limit's only for [while] loops.
it was a [store_location] tag. i was checking for terrain, so i just did it for the whole map (50 X 50) and with letter=Y. it only got the some of the swamp villages. When i made map only 32 X 32 (= 1024) , it got all of them. Why would that happen if it is only for while loops?
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And I hate stupid people.
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Elvish_Pillager
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Post by Elvish_Pillager »

turin wrote:it was a [store_location] tag. i was checking for terrain, so i just did it for the whole map (50 X 50) and with letter=Y. it only got the some of the swamp villages. When i made map only 32 X 32 (= 1024) , it got all of them. Why would that happen if it is only for while loops?
I don't know, I'd have to see the cfg...

and anyway, we're talking about a SUF here, and it just goes through the units and checks if their X and Y are correct, it doesn't go through the terrains and find the units.
It's all fun and games until someone loses a lawsuit. Oh, and by the way, sending me private messages won't work. :/ If you must contact me, there's an e-mail address listed on the website in my profile.
MadMax
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Post by MadMax »

as in

Code: Select all

[store_unit]
[filter]
x=1-?
y=1-?
side=1
[/filter]
...
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turin
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Post by turin »

I really think this is irrelevant, though, since there should only be 1 side=1 unit on the map, and it is stored in a different variable. So i'll just stick to my [not] side=1 [/not]...
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And I hate stupid people.
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MadMax
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Post by MadMax »

Another thing: If the Wesnothian galleons catch you (sending you into Sea Battle), shouldn't the galleon be sunk when you return to The High Seas?
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turin
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Post by turin »

MadMax wrote:Another thing: If the Wesnothian galleons catch you (sending you into Sea Battle), shouldn't the galleon be sunk when you return to The High Seas?
yes, i'm working on the WML for that. (or will be soon.) Its not that hard, i just haven't gotten to it yet...
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And I hate stupid people.
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Circon
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Post by Circon »

Testing 123 123 ???

Oh, and Meneldur loses his experience a few times, annoyingly enough...
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