Search found 39 matches
- September 25th, 2017, 6:36 am
- Forum: Scenario & Campaign Development
- Topic: Ashen Hearts [SP Drake Campaign for 1.12.6]
- Replies: 87
- Views: 39614
Re: Ashen Hearts [SP Drake Campaign for 1.12.6]
1.12
looks like date downloaded is june 25
uploads=14
version="1.81.0"
so...is there a fix for the lua in 1.12, or is the code so dependant on the base version 1.13?
looks like date downloaded is june 25
uploads=14
version="1.81.0"
so...is there a fix for the lua in 1.12, or is the code so dependant on the base version 1.13?
- September 25th, 2017, 4:50 am
- Forum: Scenario & Campaign Development
- Topic: Ashen Hearts [SP Drake Campaign for 1.12.6]
- Replies: 87
- Views: 39614
Re: Ashen Hearts [SP Drake Campaign for 1.12.6]
I repeated s7 and this time retrieved mr dragonheart.
In S8, I'm still getting the LUA errors though. Is there a dev version not yet uploaded with that fix?
In S8, I'm still getting the LUA errors though. Is there a dev version not yet uploaded with that fix?
- September 20th, 2017, 1:09 pm
- Forum: Scenario & Campaign Development
- Topic: Ashen Hearts [SP Drake Campaign for 1.12.6]
- Replies: 87
- Views: 39614
Re: Ashen Hearts [SP Drake Campaign for 1.12.6]
yep..enjoying it:) in scenario 8, got "attempt to index field 'map' (a nil value)" referencing ca_goto_Ashen_Hearts lines 41 and 12 I don't have the big dragonheart character in my party, due to the old bug in 7 you mentioned, so do I need to rewind to the end of 6? This seems like it's a ...
- September 19th, 2017, 4:38 pm
- Forum: Scenario & Campaign Development
- Topic: Ashen Hearts [SP Drake Campaign for 1.12.6]
- Replies: 87
- Views: 39614
Re: Ashen Hearts [SP Drake Campaign for 1.12.6]
on 7_Dragonheart, I had defeated all of the dwarves and didn't have any arbiters or wardens. I tried to recruit a clasher and use that, but that couldn't activate the upper-left rune with any of my drakes. So...I did a :debug then :create Drake Arbiter then moved my new drake onto the tile. That tri...
- August 11th, 2017, 6:05 am
- Forum: Scenario & Campaign Development
- Topic: The Ravagers - SP campaign for Wesnoth 1.16 [Feedback and development]
- Replies: 408
- Views: 115643
Re: The Ravagers - SP campaign - [Feedback and development]
I enjoyed this campaign immensely. I like the perspective of the retelling of the story from one of the characters' perspective, which does a better job of justifying the criticality of a list of main heroes (this is the way it was, so for me to tell the story the same as it happened, they've got to...
- August 11th, 2017, 5:59 am
- Forum: Scenario & Campaign Development
- Topic: 1.16 SP Campaign: Trinity
- Replies: 416
- Views: 176694
Re: 1.12 SP Campaign: Trinity
I believe the not have_unit bit should be side=1,4, as the human player is side 3 in this scenario. I downloaded from the 1.12 server and checked out the file, and it is "side=1,4". An older WIP version I found was "side=1". False bug reports are not cool, what gives? :annoyed: ...
- August 1st, 2017, 3:22 am
- Forum: Scenario & Campaign Development
- Topic: 1.16 SP Campaign: Trinity
- Replies: 416
- Views: 176694
Re: 1.12 SP Campaign: Trinity
this bit in ZA2b of Trinity2 seems to be bugged, rendering the level unwinnable. [event] name=die [filter] side=3 [/filter] [filter_condition] [variable] name=twins_fought equals=2 [/variable] [not] [have_unit] side=3,4 count=2-99 [/have_unit] [/not] [/filter_condition] I believe the not have_unit b...
- April 12th, 2017, 3:15 am
- Forum: Scenario & Campaign Development
- Topic: The Invasion Of The Western Cavalry Feedback
- Replies: 148
- Views: 51440
Re: The Invasion Of The Western Cavalry Feedback
In Lance of the Devil (mission 11?) I killed Xanthos II (with one of my undead lesser heros), but he doesn't appear to have dropped the lance. I took my main hero to the hex where he was and nothing was picked up. So, the game seems to continue indefinitely (with enemy reinforcements landing every f...
- April 1st, 2017, 10:42 pm
- Forum: Scenario & Campaign Development
- Topic: RELEASE: Coming of the Storm - v0.3.2- 10.07.2020
- Replies: 535
- Views: 147125
Re: RELEASE: Coming of the Storm - v1.3.4
In scenario Interferance (misspelled, btw) Leagil (green elf leader) sits on the great tree and blocks the last 3 civilians from exiting the area. Maybe my hero is too close to his keep edit: confirmed. When moving leader to a safe distance away, Leagil occupies his keep. More WML changes: units/Cru...
- March 28th, 2017, 8:04 pm
- Forum: Scenario & Campaign Development
- Topic: RELEASE: Coming of the Storm - v0.3.2- 10.07.2020
- Replies: 535
- Views: 147125
Re: RELEASE: Coming of the Storm - v1.15
I finally got through the New World scenario after finally tripping across the 'strange creature' which must be followed. What triggers the appearance of that creature? I think I uncovered that area of land previously but it did not show up. seems to be a bug in the cfg file. The phoenix coming is ...
- March 23rd, 2017, 7:27 pm
- Forum: Scenario & Campaign Development
- Topic: Campaign: Saving Elensefar
- Replies: 411
- Views: 127585
Re: Campaign: Saving Elensefar
In the othello (swamplands) game, I have all the enemy's pieces (31:0), thus no one can move. No winner is declared, regardless of if I move the character or just immediately hit "end turn". I tried to add chips to the board one at a time, but obviously all moves would be invalid. Nor does...
- February 11th, 2017, 5:26 am
- Forum: Scenario & Campaign Development
- Topic: Strange Legacy - 1.16 RPG World (Markets Upgrade)
- Replies: 1360
- Views: 401434
Re: Strange Legacy - 1.12 RPG World - finished
I have issues where the kill counter on a map doesn't always start at 0 (or doesn't always increment by 1) this leads to me getting "6 of 4 kills" after killing just the first enemy. And it appears that victory is tied to getting exactly 4 of 4 (or whatever the total number of enemies is) ...
- December 8th, 2016, 12:25 am
- Forum: Scenario & Campaign Development
- Topic: Legend of the Invincibles
- Replies: 8125
- Views: 2178025
Re: Legend of the Invincibles
github version you say? I seem to have discovered this as a result of this commentDugi wrote: #Beelzebub
The multiple Beelzebub spawn problem was fixed in the github version.
- December 1st, 2016, 3:45 pm
- Forum: Scenario & Campaign Development
- Topic: Legend of the Invincibles
- Replies: 8125
- Views: 2178025
Re: Legend of the Invincibles
#Beelzebub I noticed that you can get a second Beelz to spawn while you are still facing the first, as the dialogue is triggered of "should I activate?" every time a character moves onto the obelisk. However, saving the game with two Beelz on-map results in only one Beelz being present if ...
- October 26th, 2016, 2:06 am
- Forum: Scenario & Campaign Development
- Topic: Soldier of Wesnoth: SP Campaign (Feedback and Reviews)
- Replies: 192
- Views: 79553
Re: Soldier of Wesnoth: SP Campaign (Feedback and Reviews)
Problem was, I think, exploring up there before I had gone to do my training. I think it only checks the trigger when the map is revealed and then sees if you've met the requirements. Since that failed, it didn't re-trigger when I had done training and had the new equip. so maybe map reveal but turn...