The Sceptre of Fire
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The crash was fixed yesterday. Get the most recent version of the scenario .cfg from SVN and it should work ok.Syntax_Error wrote:* In the final non-epilogue scenario, like grunob, the game crashes each time lava should expand. the only choice is to kill the elves on the turn before it starts expanding, that leads to victory with no crash.
I couldn't complete neither the dragon scenario nor this one without cheating (played on the easiest difficulty, too). In this scenario, there are a few dozen lvl3 elves and dwarves and quite a lot of orcs and trolls and such. How the heck should I be able to kill almost anything with the about half a dozen units I have? In the previous scenario, I had to kill the dragon by cheating since the pursuing dwarves killed most of my units (since I think all but one of the initial pursuing group were quick). The last two scenarios probably need to be rebalanced, and I wouldn't mind the last one getting redesigned a bit differently.Syntax_Error wrote:* not really a bug, but in the last scenario you should, like, drag the elves into the middle of the cave? thats impossible, i found, only a few units keep coming at a time, which makes it that most elves should be dead by the time you can drag their last ones so they cant escape. once they kill their threat, those few units return to the top of the cave. so its more effective to simply keep ending turns and watch the non-trapped trolls beat them slowly dead, which isnt very fun.
Odd. I'll have a look.Syntax_Error wrote:* in the scenario where its snowy and you must get the hermit runemaster, the hero dwarwish stalwart died, but i didnt lose, instead Alanin said "Aaangh (or something similar, but more importantly instead of the stalwart it was the cavalier who said that)", and the game continued without the stalwart.
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and that was after i had released the runemaster, if it matters.Odd. I'll have a look.Syntax_Error wrote:* in the scenario where its snowy and you must get the hermit runemaster, the hero dwarwish stalwart died, but i didnt lose, instead Alanin said "Aaangh (or something similar, but more importantly instead of the stalwart it was the cavalier who said that)", and the game continued without the stalwart.
If you get the final scenario with only six or so units, yeah, you're probably screwed... but you don't really need to fight the elves, you just run away from them south. Maybe leaving some expendable units behind as time-burners.
For I am Turin Turambar - Master of Doom, by doom mastered. On permanent Wesbreak. Will not respond to private messages. Sorry!
And I hate stupid people.
The World of Orbivm
And I hate stupid people.
The World of Orbivm
Gathering Materials
In Gathering Materials, my miners would always bring the coal back fine, but it would take multiple trips of miners retrieving gold and still it wouldn't say that they had collected all the resources needed. How much is "one load" of gold?
May the Land of Wesnoth be forever populated.
Re: Gathering Materials
Worked fine for me just a few days back. What version are you speaking of?woody wrote:In Gathering Materials, my miners would always bring the coal back fine, but it would take multiple trips of miners retrieving gold and still it wouldn't say that they had collected all the resources needed. How much is "one load" of gold?
Yet Another Alanin problem
I can confirm that -- I got the exact same problem, and didn't notice it until "Hills of Shorbear Clan" (took me ages to get there -- man was I ticked offpauxlo wrote:Like some posters before, Alanin is missing after the first scenario. This is no problem until "Hills of Shorbear Clan", where the win-condition says that Alanin has to be inside the cave.
![Sad :(](./images/smilies/icon_sad.gif)
Edit: When I played the first scenario, I remember I got Alanin to the dwarvish keep and then quickly won by killing the elf leader (WITHOUT getting the caravans unloaded). In subsequent scenarios, Alanin was gone. However, now I went back to an autosave of the first scenario and finished "normally" by getting Alanin to the keep AND unloading all the caravans -- and Alanin did not disappear! So maybe a quick win in the first scenario causes the problem? HTH
![Smile :)](./images/smilies/icon_smile.gif)
Re: Yet Another Alanin problem
Hmm, good point. Same here ...vonBureck wrote:I can confirm that -- I got the exact same problem, and didn't notice it until "Hills of Shorbear Clan" (took me ages to get there -- man was I ticked off :(). I'm using 1.3.6 under Linux, playing using the Polish locale (though this shouldn't matter).pauxlo wrote:Like some posters before, Alanin is missing after the first scenario. This is no problem until "Hills of Shorbear Clan", where the win-condition says that Alanin has to be inside the cave.
Edit: When I played the first scenario, I remember I got Alanin to the dwarvish keep and then quickly won by killing the elf leader (WITHOUT getting the caravans unloaded). In subsequent scenarios, Alanin was gone. However, now I went back to an autosave of the first scenario and finished "normally" by getting Alanin to the keep AND unloading all the caravans -- and Alanin did not disappear! So maybe a quick win in the first scenario causes the problem? HTH :)
PS: In "outriding the outriders" I got a new Dragoon, without name. I had to edit the description in the savefile, where it was "Rugnur" to Alanin, to get spearmen when I hit a village.
The problem is that I didn't account for the fact that some people would kill the elvish leader when I wrote that scenario... fixing it will be easy, but everyone will have to restart the campaign from the beginning to have the fix apply.
If you don't want to wait you can just win the scenario the 'official way' instead of killing the enemy leader.
![Wink ;)](./images/smilies/icon_wink.gif)
For I am Turin Turambar - Master of Doom, by doom mastered. On permanent Wesbreak. Will not respond to private messages. Sorry!
And I hate stupid people.
The World of Orbivm
And I hate stupid people.
The World of Orbivm
Outriding the outriders
I'm stuck on the outriding the outriders scenario. I've read several posts that spearmen come to help when you reach a village. No such aid comes when I enter a village. Because of that lack of help, Alanin is usually dead by my second turn (he's only survived to my third turn once). I'm one of those who killed the elven leader at the beginning, so Alanin didn't appear in my game until now. Anyone have ideas on how to get past this scenario?
Campaign Version: 1.02
Level: easy
Computer: Macintosh
Thanks.
Campaign Version: 1.02
Level: easy
Computer: Macintosh
Thanks.
Re: Outriding the outriders
Umm...Wesnoth 1.0.2 was released something like 2 years ago. The first thing to do for you would be to upgrade to 1.2.6 or 1.3.6. Really. No one seriously maintains any content made for 1.0.2 anymore, I'm quite sure.jrm wrote:I'm stuck on the outriding the outriders scenario. I've read several posts that spearmen come to help when you reach a village. No such aid comes when I enter a village. Because of that lack of help, Alanin is usually dead by my second turn (he's only survived to my third turn once). I'm one of those who killed the elven leader at the beginning, so Alanin didn't appear in my game until now. Anyone have ideas on how to get past this scenario?
Campaign Version: 1.02
Level: easy
Computer: Macintosh
Thanks.
Ah, I see.jrm wrote:I just reread your post. I'm playing Wesnoth 1.2.6, with the Sceptre of Fire campaign version 1.0.2.
![Razz :P](./images/smilies/icon_razz.gif)
The version currently being actively worked on is the one in the 1.3 branch (as a mainline campaign). I don't really know what's the status of the 1.2 (add-on) version...maybe turin can tell if he's still maintaining it.
After replaying the campaign, my earlier problem with Gathering Materials is gone, but now I somehow have a bug in turns 7-8 on Caverns of Fire. Each time the opponent's finish their turns on turn 7 Wesnoth minimizes and says there is an assertion error. Anyone know what might cause the problem?
May the Land of Wesnoth be forever populated.