Recall list deleted/not filled up bug
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Recall list deleted/not filled up bug
Hello,
As the title says, I have a problem that in the campaign I am making right now my units don't get transferred between scenarios, as the recall list would do normally. I mostly didn't do any experimental things, for example here code of sc2:
Is there anything I could have overlooked?
s1m0n
As the title says, I have a problem that in the campaign I am making right now my units don't get transferred between scenarios, as the recall list would do normally. I mostly didn't do any experimental things, for example here code of sc2:
Code: Select all
#textdomain wesnoth-tpts
[scenario]
id=scenario_2
next_scenario=scenario_3
name= _ "2.0"
map_data="{~add-ons/The_Path_To_Sorcery/maps/2.0.map}"
turns=20
random_start_time=yes
[side]
side=1
controller=human
team_name="good"
user_team_name= _ "good"
[leader]
id=myleader
name= _ "Bob"
type=Poacher
unrenameable=yes
[/leader]
recruit="Peasant, Ruffian, Woodsman"
gold=50
[unit]
id=myboi
name= _ "Boi"
unrenamable=yes
type=Bandit
canrecruit=yes
profile="portraits/humans/ruffian.png"
{IS_HERO}
[modifications]
{TRAIT_INTELLIGENT}
ellipse=none
[/modifications]
x=14
y=4
[/unit]
[/side]
[side]
side=2
controller=ai
team_name="good"
user_team_name= _ "good"
[leader]
id=soras
type=Elvish Lord
name= _ "Soras"
advances_to=null
{AMLA_DEFAULT}
[modifications]
{TRAIT_AGED}
[/modifications]
[/leader]
recruit="Elvish Archer, Elvish Fighter"
gold=50
{FLAG_VARIANT wood-elvish}
# placeholder for desert elves
[ai]
passive_leader=yes
[goal]
name=protect_unit
[criteria]
side=2
canrecruit=yes
[/criteria]
protect_radius=6
value=5
[/goal]
[/ai]
[unit]
type=Elvish Hero
x=6
y=26
max_moves=0
[modifications]
{TRAIT_LOYAL}
{TRAIT_FEARLESS}
[/modifications]
{IS_LOYAL}
[/unit]
[unit]
type=Elvish Hero
x=9
y=26
max_moves=0
[modifications]
{TRAIT_LOYAL}
{TRAIT_FEARLESS}
[/modifications]
{IS_LOYAL}
[/unit]
[unit]
type=Elvish Hero
x=12
y=26
max_moves=0
[modifications]
{TRAIT_LOYAL}
{TRAIT_FEARLESS}
[/modifications]
{IS_LOYAL}
[/unit]
[/side]
[side]
side=3
controller=ai
team_name="bad"
user_team_name= _ "bad"
[leader]
id="notleader"
type=Dark Adept
[/leader]
gold=150
recruit="Dark Adept, Blood Bat"
{FLAG_VARIANT undead}
[unit]
type=Blood Bat
x=7
y=22
experience=17
[/unit]
[unit]
type=Dark Adept
x=4
y=25
experience=9
hitpoints=23
[/unit]
[/side]
[event]
name=prestart
[objectives]
[objective]
description= _ "Defeat the enemy leader"
condition=win
[/objective]
[objective]
description= _ "Death of Bob"
condition=lose
[/objective]
[objective]
description= _ "Death of Boi"
condition=lose
[/objective]
[objective]
description= _ "Death of man"
condition=lose
[/objective]
[gold_carryover]
bonus=yes
carryover_percentage=40
[/gold_carryover]
[/objectives]
[capture_village]
side=2
x, y=12, 30
[/capture_village]
[capture_village]
side=2
x, y=16, 25
[/capture_village]
[capture_village]
side=2
x, y=17, 19
[/capture_village]
[capture_village]
side=3
x, y=4, 25
[/capture_village]
[capture_village]
side=3
x, y=7, 21
[/capture_village]
[/event]
[event]
name=enemies defeated
[endlevel]
result=victory
bonus=yes
{NEW_GOLD_CARRYOVER 40}
[/endlevel]
[/event]
{~add-ons/The_Path_To_Sorcery/utils/deaths.cfg}
[/scenario]
s1m0n
eh, what comes here again?
Re: Recall list deleted/not filled up bug
The first thing I'd try is to get rid of the
Reason why: recall lists are transferred between persistent sides, which is the default for human player sides with a proper save_id. The way you set up such a side is by defining a leader directly in the side tag.
Then, when in the next scenario, you state your side in the same way, meaning it again has the same leader data in the side tag, the game will look for a persistent side with having this leader, and if its found, it is transferred along with its recall list. If not found, a new side is created.
Now I'm not sure what an explicit
[leader]
subtags, in both scenarios, for all sides.Reason why: recall lists are transferred between persistent sides, which is the default for human player sides with a proper save_id. The way you set up such a side is by defining a leader directly in the side tag.
Code: Select all
[side]
side=1
id=myleader
name= _ "Bob"
type=Poacher
unrenameable=yes
<... rest of your stuff>
[/side]
Now I'm not sure what an explicit
[leader]
tag does, so I had to look it up, and I think it's just an alias for [unit]canrecruit=yes
. Which means, it will technically create a unit that can recruit, and that's it - so the unit won't be assigned as the "leader" of the team, so it's not being looked for in the next scenario (save_id is unknown). That's why a new side is created for you.Main UMC campaigns: The Ravagers - now for 1.16, with new bugs!
Old UMC works: The Underness Series, consisting of 5 parts: The Desolation of Karlag, The Blind Sentinel, The Stone of the North, The Invasion Of The Western Cavalry, Fingerbone of Destiny
Old UMC works: The Underness Series, consisting of 5 parts: The Desolation of Karlag, The Blind Sentinel, The Stone of the North, The Invasion Of The Western Cavalry, Fingerbone of Destiny
Re: Recall list deleted/not filled up bug
Thank you!
It did the job, exactly that was why the game was getting confused. Does that mean, I can use the
s1m0n
It did the job, exactly that was why the game was getting confused. Does that mean, I can use the
[leader]
tag for Boi, who should be equal to Bob but is only a hero with canrecruit=yes
at the moment to get him equal to Bob?s1m0n
eh, what comes here again?
Re: Recall list deleted/not filled up bug
technicially there is no leader of the team, only untis with canrecruit=yes.WhiteWolf wrote: ↑July 3rd, 2020, 9:25 am The first thing I'd try is to get rid of the[leader]
subtags, in both scenarios, for all sides.
Reason why: recall lists are transferred between persistent sides, which is the default for human player sides with a proper save_id. The way you set up such a side is by defining a leader directly in the side tag.Then, when in the next scenario, you state your side in the same way, meaning it again has the same leader data in the side tag, the game will look for a persistent side with having this leader, and if its found, it is transferred along with its recall list. If not found, a new side is created.Code: Select all
[side] side=1 id=myleader name= _ "Bob" type=Poacher unrenameable=yes <... rest of your stuff> [/side]
Now I'm not sure what an explicit[leader]
tag does, so I had to look it up, and I think it's just an alias for[unit]canrecruit=yes
. Which means, it will technically create a unit that can recruit, and that's it - so the unit won't be assigned as the "leader" of the team, so it's not being looked for in the next scenario (save_id is unknown). That's why a new side is created for you.
you can use [leader] but then you have to explicitly set
save_id=
to the same value to your side in all scenarios (save_id can but doesnt have to be the same value as the leaders id)Scenario with Robots SP scenario (1.11/1.12), allows you to build your units with components, PYR No preperation turn 1.12 mp-mod that allows you to select your units immideately after the game begins.
Re: Recall list deleted/not filled up bug
thanks!
I'll just leave it out for now, is the simpler solution
I'll just leave it out for now, is the simpler solution
eh, what comes here again?