SeaFire (MP Campaigns and an Era)

Discussion and development of scenarios and campaigns for the game.

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PCGH_Thilo1
Posts: 6
Joined: May 9th, 2018, 6:18 pm

Re: SeaFire (MP Campaigns and an Era)

Post by PCGH_Thilo1 »

thanks for the information. So patches are several mushroom fields that are grouped together?

Thanks and take care
PCGH_Thilo1
Posts: 6
Joined: May 9th, 2018, 6:18 pm

Re: SeaFire (MP Campaigns and an Era)

Post by PCGH_Thilo1 »

Ah, we found the dagger. :-)
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ERROR1025
Posts: 46
Joined: February 23rd, 2020, 10:18 am

Re: SeaFire (MP Campaigns and an Era)

Post by ERROR1025 »

you can update the add-on to 1.16 add-on server?
Mathel
Posts: 40
Joined: May 26th, 2017, 1:34 pm

Re: SeaFire (MP Campaigns and an Era)

Post by Mathel »

I have not tried. I suppose I should.

I will do a basic compatibility test first, so that it does not crash. You can expect them to be there sometime this or next week.
Mathel
Posts: 40
Joined: May 26th, 2017, 1:34 pm

Re: SeaFire (MP Campaigns and an Era)

Post by Mathel »

And it is done.
I have upgraded the Era and the Campaigns to 1.16.

I have also squashed many bugs, and the bugfix also applies to the 1.14 version.
augie
Posts: 6
Joined: April 19th, 2020, 9:56 pm

Re: SeaFire (MP Campaigns and an Era)

Post by augie »

Hey, the campaign I played (returnation) was cool. When I played though, Wes'mar Couldn't get "ability upgrades" (or whatever the max level uprades like tougher armor are.) I assume that he is supposed to be? Not sure if this is still the case, but I think it might be.
Mathel
Posts: 40
Joined: May 26th, 2017, 1:34 pm

Re: SeaFire (MP Campaigns and an Era)

Post by Mathel »

While I was porting it to 1.16, I had trouble forcing it to use Seafire Era units.

Apparently, when I got it to work, I forgot to make Wes'Mar use the SFE variant. Fixed in version 2.2.2.

While I was testing it, I discovered a bug in the Era, which could result in Heavy Armor user not getting the final AMLA choice for Heavy Armor. So I fixed that too.

Both now published.
augie
Posts: 6
Joined: April 19th, 2020, 9:56 pm

Re: SeaFire (MP Campaigns and an Era)

Post by augie »

Great! Thank you so much for putting in all this work to make a great campaign!
needmoreplayers
Posts: 67
Joined: November 17th, 2023, 7:33 pm

addons breaks this map

Post by needmoreplayers »

addons breaks this map
Last edited by needmoreplayers on December 24th, 2023, 12:27 pm, edited 1 time in total.
needmoreplayers
Posts: 67
Joined: November 17th, 2023, 7:33 pm

all addons problems:

Post by needmoreplayers »

all addons problems:

conclusion so far: combinations of a few different addons in combination with multiplayer server breaks different maps
Last edited by needmoreplayers on December 24th, 2023, 12:31 pm, edited 3 times in total.
Mathel
Posts: 40
Joined: May 26th, 2017, 1:34 pm

Re: SeaFire (MP Campaigns and an Era)

Post by Mathel »

Chronology is:
0. Origins -> 1. Returnation -> 2. Lords of Fire.

I am assuming you are refering to Lords of Fire.
All the campaigns are intended to be run with the "Era of Seafire" add-on, and no mods. While I can't guarantee that any particular mod will have a weird interaction, I also can't guarantee it won't.
At first look, I'd say that if an mod's pop-up appeared while the mod was turned off, it is a poorly made mod. But I'll install the Random Recruits and test it.


Result: Could not repeat.
On Wesnoth 1.16.2, with Random Recruits installed but turned off, it's pop-up did not show up.
With it turned on, it did, but that was expected.
Unitmarkers mod works as advertised in the first scenario of Seafire: Origins.

I am neither the creator, nor the keeper of "Random Recruits" and "Unitmarkers", so if you are experiencing problems with those mods in other campaigns, there is literaly no help I can offer there.
Mathel
Posts: 40
Joined: May 26th, 2017, 1:34 pm

Re: SeaFire (MP Campaigns and an Era)

Post by Mathel »

Sea Fire Era has been upgraded for Wesnoth 1.18.

AMLA line added: Flight
AMLA line split: Mounted into Mounted-light and Mounted-heavy
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