Ascension
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Re: Ascension
First of all, I want to say that this campaign is nice and the difficulty is just perfect (I assume it's intended to be easy-medium difficulty?). But also, I want to report a bug. This happen when I tried to open the Detour scenario, I don't know if this is from the campaign or because I played a 1.16 campaign on 1.17 Wesnoth.
Re: Ascension
I looked over it, I think that what may have caused the issue was a remnant [leader] [/leader] that I had previously purged away from my scenarios, but one had snuck past me in Detour. That at least is my first thought. I got rid of it, and also by the way eliminated the IS HERO from Brurbar in scenario 1 and 2, the other scenarios didn't have it, must have dropped out, it didn't seem to help anything and maybe could cause some issue.ZIM wrote: ↑January 14th, 2024, 2:16 pm First of all, I want to say that this campaign is nice and the difficulty is just perfect (I assume it's intended to be easy-medium difficulty?). But also, I want to report a bug. This happen when I tried to open the Detour scenario, I don't know if this is from the campaign or because I played a 1.16 campaign on 1.17 Wesnoth.
If that solves is, let me know, if not, I'll look through it again. It seems to work perfectly well for me. I get my Wesnoth through Steam, I assume it's updated, but I don't know how that really works.
And, yes it is intended to be intermediate difficulty. Please let me know what else can be done better or what's good/not good in the campaign (I already know it doesn't have unusual custom units or fancy unique coding)
Re: Ascension
This error is really odd maybe something went wrong when logging an error, do you know whether there could be a problem when writing to the logfile ?ZIM wrote: ↑January 14th, 2024, 2:16 pm First of all, I want to say that this campaign is nice and the difficulty is just perfect (I assume it's intended to be easy-medium difficulty?). But also, I want to report a bug. This happen when I tried to open the Detour scenario, I don't know if this is from the campaign or because I played a 1.16 campaign on 1.17 Wesnoth.
(missing permissions, onedrive or a virus scanner trying to open the logfile )
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: Ascension
Does it always happen or just sometimes ? Because from looking at that error message it doesn't seem to be related to that specific campaign at all, so its most likely coincidence that it happens with this specific campaign.ZIM wrote: ↑January 14th, 2024, 2:16 pm First of all, I want to say that this campaign is nice and the difficulty is just perfect (I assume it's intended to be easy-medium difficulty?). But also, I want to report a bug. This happen when I tried to open the Detour scenario, I don't know if this is from the campaign or because I played a 1.16 campaign on 1.17 Wesnoth.
This could be the 1.17 version of the "OneDrive can interfere with Wesnoth’s user config/data directory set-up" bug that is in every 1.16 announcement. If it happens again, could you try "avoid syncing the Wesnoth user directory with OneDrive" (i don't know how that is done i just copied that text form the release announcement)
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: Ascension
It only happens when I'm trying to load that scenario. And I don't sync my Wesnoth user directory with OneDrive. If it helps, I did finish the previous scenario while debug mode is active, don't know if that has any effect.gfgtdf wrote: ↑January 16th, 2024, 4:30 amDoes it always happen or just sometimes ? Because from looking at that error message it doesn't seem to be related to that specific campaign at all, so its most likely coincidence that it happens with this specific campaign.ZIM wrote: ↑January 14th, 2024, 2:16 pm First of all, I want to say that this campaign is nice and the difficulty is just perfect (I assume it's intended to be easy-medium difficulty?). But also, I want to report a bug. This happen when I tried to open the Detour scenario, I don't know if this is from the campaign or because I played a 1.16 campaign on 1.17 Wesnoth.
This could be the 1.17 version of the "OneDrive can interfere with Wesnoth’s user config/data directory set-up" bug that is in every 1.16 announcement. If it happens again, could you try "avoid syncing the Wesnoth user directory with OneDrive" (i don't know how that is done i just copied that text form the release announcement)
Re: Ascension
I don't think it's missing permission because if that's the case, then all campaign that I play should be affected. And I already ruled out Onedrive, and I don't have any antivirus software besides Windows Defender.
Re: Ascension
So i tried myself, and when i got the the fourth scenario i got this really long error message :
I suspect its the size of the error message that caused a problem with the logger on your machine, it doesn't happen on my machine though.
Code: Select all
20240116 17:56:38 warning engine/team_construction: when building level, skipping a unit (id=[]) from leader_cfg with no type information,
for side:
allow_changes = no
allow_player = yes
chose_random = no
color = red
controller = human
current_player = 4444
faction = Custom
faction_name = Custom
gender = male
gold = 1554
id = Brurbar
income = 2
is_host = yes
is_local = yes
name = Brurbar
player_id = 4444
previous_recruits = Goblin Spearman,Orcish Archer,Orcish Assassin,Orcish Grunt,Wolf Rider
recruit = Goblin Spearman,Wolf Rider,Orcish Archer,Naga Fighter,Orcish Assassin
save_id = Brurbar
side = 1
side_name = Brurbar
team_name = invaders
type = Orcish Leader
unrenamable = yes
user_description = Anonymous player
user_team_name = invaders
[modifications]
[trait]
female_name = resilient
help_text = <italic>text='Resilient'</italic> units have an additional 4 hitpoints, and gain 1 more per level.
Resilient units can be useful at all stages of a campaign, and this is a useful trait for all units. Resilient is often most helpful as a trait when it occurs in a unit that has some combination of low hitpoints, good defense, or high resistances. Resilient units are especially useful for holding strategic positions against opponents.
id = resilient
male_name = resilient
[effect]
apply_to = hitpoints
increase_total = 4
[/effect]
[effect]
apply_to = hitpoints
increase_total = 1
times = per level
[/effect]
[/trait]
[trait]
female_name = quick
help_text = <italic>text='Quick'</italic> units have 1 extra movement point, but 5% less hitpoints than usual.
Quick is the most noticeable trait, particularly in slower moving units such as trolls or heavy infantry. Units with the quick trait often have greatly increased mobility in rough terrain, which can be important to consider when deploying your forces. Also, quick units aren’t quite as tough as units without this trait and are subsequently less good at holding contested positions.
id = quick
male_name = quick
[effect]
apply_to = movement
increase = 1
[/effect]
[effect]
apply_to = hitpoints
increase_total = -5%
[/effect]
[/trait]
[/modifications]
[leader]
[/leader]
[village]
x = 11
y = 20
[/village]
[village]
x = 13
y = 20
[/village]
[village]
x = 14
y = 22
[/village]
[village]
x = 16
y = 17
[/village]
[village]
x = 34
y = 18
[/village]
[village]
x = 18
y = 18
[/village]
[village]
x = 18
y = 22
[/village]
[village]
x = 20
y = 21
[/village]
[village]
x = 22
y = 22
[/village]
[default_faction]
recruit = Goblin Spearman,Wolf Rider,Orcish Archer,Naga Fighter,Orcish Assassin
type = Orcish Leader
[/default_faction]
[variables]
[/variables]
[unit]
attacks_left = 1
canrecruit = yes
cost = 21
ellipse = misc/ellipse-hero
experience = 0
extra_recruit =
facing = s
flag_rgb = magenta
gender = male
generate_name = yes
halo =
hitpoints = 47
id = Brurbar
image = units/orcs/leader.png
image_icon =
jamming = 0
language_name = Orcish Leader
moves = 7
name = Brurbar
overlays =
race = orc
random_traits = no
recall_cost = -1
resting = yes
role =
type = Orcish Leader
undead_variation =
underlying_id = 1
unrenamable = yes
upkeep = full
usage = mixed fighter
variation =
vision = 7
[modifications]
[trait]
female_name = resilient
help_text = <italic>text='Resilient'</italic> units have an additional 4 hitpoints, and gain 1 more per level.
Resilient units can be useful at all stages of a campaign, and this is a useful trait for all units. Resilient is often most helpful as a trait when it occurs in a unit that has some combination of low hitpoints, good defense, or high resistances. Resilient units are especially useful for holding strategic positions against opponents.
id = resilient
male_name = resilient
[effect]
apply_to = hitpoints
increase_total = 4
[/effect]
[effect]
apply_to = hitpoints
increase_total = 1
times = per level
[/effect]
[/trait]
[trait]
female_name = quick
help_text = <italic>text='Quick'</italic> units have 1 extra movement point, but 5% less hitpoints than usual.
Quick is the most noticeable trait, particularly in slower moving units such as trolls or heavy infantry. Units with the quick trait often have greatly increased mobility in rough terrain, which can be important to consider when deploying your forces. Also, quick units aren’t quite as tough as units without this trait and are subsequently less good at holding contested positions.
id = quick
male_name = quick
[effect]
apply_to = movement
increase = 1
[/effect]
[effect]
apply_to = hitpoints
increase_total = -5%
[/effect]
[/trait]
[object]
[effect]
add = misc/hero-icon.png
apply_to = overlay
[/effect]
[effect]
apply_to = ellipse
ellipse = misc/ellipse-hero
[/effect]
[/object]
[/modifications]
[variables]
[/variables]
[filter_recall]
[/filter_recall]
[status]
[/status]
[/unit]
[unit]
attacks_left = 1
canrecruit = yes
cost = 53
experience = 0
extra_recruit =
facing = s
flag_rgb = magenta
gender = male
generate_name = yes
halo =
hitpoints = 46
id = Iga
image = units/orcs/nightblade.png
image_icon =
jamming = 0
language_name = Orcish Nightblade
moves = 7
name = Iga
overlays =
race = orc
random_traits = no
recall_cost = -1
resting = yes
role =
type = Orcish Nightblade
undead_variation =
underlying_id = 48
unrenamable = no
upkeep = loyal
usage = mixed fighter
variation =
vision = 7
[modifications]
[trait]
description = Zero upkeep
female_name = loyal
help_text = <italic>text='Loyal'</italic> units don’t incur upkeep. Most units incur an upkeep cost at the end of every turn, which is equal to their level. Loyal units do not incur this cost.
During campaigns, certain units may opt to join the player’s forces of their own volition. These units are marked with the loyal trait. Although they may require payment to be recalled, they never incur any upkeep costs. This can make them invaluable during a long campaign, when gold is in short supply. This trait is never given to recruited units, so it may be unwise to dismiss such units or to send them to a foolish death.
id = loyal
male_name = loyal
[effect]
apply_to = loyal
[/effect]
[effect]
add = misc/loyal-icon.png
apply_to = overlay
[/effect]
[/trait]
[trait]
female_name = quick
help_text = <italic>text='Quick'</italic> units have 1 extra movement point, but 5% less hitpoints than usual.
Quick is the most noticeable trait, particularly in slower moving units such as trolls or heavy infantry. Units with the quick trait often have greatly increased mobility in rough terrain, which can be important to consider when deploying your forces. Also, quick units aren’t quite as tough as units without this trait and are subsequently less good at holding contested positions.
id = quick
male_name = quick
[effect]
apply_to = movement
increase = 1
[/effect]
[effect]
apply_to = hitpoints
increase_total = -5%
[/effect]
[/trait]
[/modifications]
[variables]
[/variables]
[filter_recall]
[/filter_recall]
[status]
[/status]
[/unit]
[unit]
attacks_left = 1
cost = 28
ellipse = misc/ellipse-hero
experience = 0
extra_recruit =
facing = n
flag_rgb = magenta
gender = male
generate_name = yes
halo =
hitpoints = 50
id = Captain Krag
image = units/goblins/knight.png
image_icon =
jamming = 0
language_name = Goblin Knight
moves = 9
name = Captain Krag
overlays =
race = wolf
random_traits = no
recall_cost = -1
resting = yes
role =
type = Goblin Knight
undead_variation = wolf
underlying_id = 49
unrenamable = no
upkeep = loyal
usage = scout
variation =
vision = -1
[modifications]
[trait]
description = Zero upkeep
female_name = loyal
help_text = <italic>text='Loyal'</italic> units don’t incur upkeep. Most units incur an upkeep cost at the end of every turn, which is equal to their level. Loyal units do not incur this cost.
During campaigns, certain units may opt to join the player’s forces of their own volition. These units are marked with the loyal trait. Although they may require payment to be recalled, they never incur any upkeep costs. This can make them invaluable during a long campaign, when gold is in short supply. This trait is never given to recruited units, so it may be unwise to dismiss such units or to send them to a foolish death.
id = loyal
male_name = loyal
[effect]
apply_to = loyal
[/effect]
[effect]
add = misc/loyal-icon.png
apply_to = overlay
[/effect]
[/trait]
[trait]
female_name = strong
help_text = <italic>text='Strong'</italic> units do 1 more damage for every successful strike in melee combat, and have 1 additional hitpoint.
While useful for any close-combat unit, strong is most effective for units who have a high number of swings such as the elvish fighter. Strong units can be very useful when a tiny bit of extra damage is all that is needed to turn a damaging stroke into a killing blow.
id = strong
male_name = strong
[effect]
apply_to = attack
increase_damage = 1
range = melee
[/effect]
[effect]
apply_to = hitpoints
increase_total = 1
[/effect]
[/trait]
[object]
[effect]
add = misc/hero-icon.png
apply_to = overlay
[/effect]
[effect]
apply_to = ellipse
ellipse = misc/ellipse-hero
[/effect]
[/object]
[object]
duration = forever
id = warg
name = warg
[filter]
id = Captain Krag
[/filter]
[effect]
apply_to = new_ability
[abilities]
[dummy]
description = This unit gains 1 hitpoint added to its maximum whenever it kills a unit, except units that are immune to plague.
female_name = feeding
id = feeding
name = feeding
special_note = This unit gains 1 hitpoint added to its maximum whenever it kills a living unit.
[/dummy]
[/abilities]
[/effect]
[effect]
apply_to = new_ability
[abilities]
[leadership]
affect_self = no
cumulative = no
description = This unit can lead other troops in battle.
All adjacent lower-level units from the same side deal 25% more damage for each difference in level.
female_name = leadership
id = leadership
name = leadership
special_note = The leadership of this unit enables adjacent units of the same side to deal more damage in combat, though this only applies to units of lower level.
value = (25 * (level - other.level))
[affect_adjacent]
[filter]
formula = level < other.level
[/filter]
[/affect_adjacent]
[/leadership]
[/abilities]
[/effect]
[/object]
[/modifications]
[abilities]
[dummy]
description = This unit gains 1 hitpoint added to its maximum whenever it kills a unit, except units that are immune to plague.
female_name = feeding
id = feeding
name = feeding
special_note = This unit gains 1 hitpoint added to its maximum whenever it kills a living unit.
[/dummy]
[leadership]
affect_self = no
cumulative = no
description = This unit can lead other troops in battle.
All adjacent lower-level units from the same side deal 25% more damage for each difference in level.
female_name = leadership
id = leadership
name = leadership
special_note = The leadership of this unit enables adjacent units of the same side to deal more damage in combat, though this only applies to units of lower level.
value = (25 * (level - other.level))
[affect_adjacent]
[filter]
formula = level < other.level
[/filter]
[/affect_adjacent]
[/leadership]
[/abilities]
[variables]
[/variables]
[filter_recall]
[/filter_recall]
[status]
[/status]
[/unit]
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: Ascension
gfgtdf wrote: ↑January 16th, 2024, 5:01 pm So i tried myself, and when i got the the fourth scenario i got this really long error message :
I suspect its the size of the error message that caused a problem with the logger on your machine, it doesn't happen on my machine though.Code: Select all
20240116 17:56:38 warning engine/team_construction: when building level, skipping a unit (id=[]) from leader_cfg with no type information, for side: allow_changes = no allow_player = yes chose_random = no color = red controller = human current_player = 4444 faction = Custom faction_name = Custom gender = male gold = 1554 id = Brurbar income = 2 is_host = yes is_local = yes name = Brurbar player_id = 4444 previous_recruits = Goblin Spearman,Orcish Archer,Orcish Assassin,Orcish Grunt,Wolf Rider recruit = Goblin Spearman,Wolf Rider,Orcish Archer,Naga Fighter,Orcish Assassin save_id = Brurbar side = 1 side_name = Brurbar team_name = invaders type = Orcish Leader unrenamable = yes user_description = Anonymous player user_team_name = invaders [modifications] [trait] female_name = resilient help_text = <italic>text='Resilient'</italic> units have an additional 4 hitpoints, and gain 1 more per level. Resilient units can be useful at all stages of a campaign, and this is a useful trait for all units. Resilient is often most helpful as a trait when it occurs in a unit that has some combination of low hitpoints, good defense, or high resistances. Resilient units are especially useful for holding strategic positions against opponents. id = resilient male_name = resilient [effect] apply_to = hitpoints increase_total = 4 [/effect] [effect] apply_to = hitpoints increase_total = 1 times = per level [/effect] [/trait] [trait] female_name = quick help_text = <italic>text='Quick'</italic> units have 1 extra movement point, but 5% less hitpoints than usual. Quick is the most noticeable trait, particularly in slower moving units such as trolls or heavy infantry. Units with the quick trait often have greatly increased mobility in rough terrain, which can be important to consider when deploying your forces. Also, quick units aren’t quite as tough as units without this trait and are subsequently less good at holding contested positions. id = quick male_name = quick [effect] apply_to = movement increase = 1 [/effect] [effect] apply_to = hitpoints increase_total = -5% [/effect] [/trait] [/modifications] [leader] [/leader] [village] x = 11 y = 20 [/village] [village] x = 13 y = 20 [/village] [village] x = 14 y = 22 [/village] [village] x = 16 y = 17 [/village] [village] x = 34 y = 18 [/village] [village] x = 18 y = 18 [/village] [village] x = 18 y = 22 [/village] [village] x = 20 y = 21 [/village] [village] x = 22 y = 22 [/village] [default_faction] recruit = Goblin Spearman,Wolf Rider,Orcish Archer,Naga Fighter,Orcish Assassin type = Orcish Leader [/default_faction] [variables] [/variables] [unit] attacks_left = 1 canrecruit = yes cost = 21 ellipse = misc/ellipse-hero experience = 0 extra_recruit = facing = s flag_rgb = magenta gender = male generate_name = yes halo = hitpoints = 47 id = Brurbar image = units/orcs/leader.png image_icon = jamming = 0 language_name = Orcish Leader moves = 7 name = Brurbar overlays = race = orc random_traits = no recall_cost = -1 resting = yes role = type = Orcish Leader undead_variation = underlying_id = 1 unrenamable = yes upkeep = full usage = mixed fighter variation = vision = 7 [modifications] [trait] female_name = resilient help_text = <italic>text='Resilient'</italic> units have an additional 4 hitpoints, and gain 1 more per level. Resilient units can be useful at all stages of a campaign, and this is a useful trait for all units. Resilient is often most helpful as a trait when it occurs in a unit that has some combination of low hitpoints, good defense, or high resistances. Resilient units are especially useful for holding strategic positions against opponents. id = resilient male_name = resilient [effect] apply_to = hitpoints increase_total = 4 [/effect] [effect] apply_to = hitpoints increase_total = 1 times = per level [/effect] [/trait] [trait] female_name = quick help_text = <italic>text='Quick'</italic> units have 1 extra movement point, but 5% less hitpoints than usual. Quick is the most noticeable trait, particularly in slower moving units such as trolls or heavy infantry. Units with the quick trait often have greatly increased mobility in rough terrain, which can be important to consider when deploying your forces. Also, quick units aren’t quite as tough as units without this trait and are subsequently less good at holding contested positions. id = quick male_name = quick [effect] apply_to = movement increase = 1 [/effect] [effect] apply_to = hitpoints increase_total = -5% [/effect] [/trait] [object] [effect] add = misc/hero-icon.png apply_to = overlay [/effect] [effect] apply_to = ellipse ellipse = misc/ellipse-hero [/effect] [/object] [/modifications] [variables] [/variables] [filter_recall] [/filter_recall] [status] [/status] [/unit] [unit] attacks_left = 1 canrecruit = yes cost = 53 experience = 0 extra_recruit = facing = s flag_rgb = magenta gender = male generate_name = yes halo = hitpoints = 46 id = Iga image = units/orcs/nightblade.png image_icon = jamming = 0 language_name = Orcish Nightblade moves = 7 name = Iga overlays = race = orc random_traits = no recall_cost = -1 resting = yes role = type = Orcish Nightblade undead_variation = underlying_id = 48 unrenamable = no upkeep = loyal usage = mixed fighter variation = vision = 7 [modifications] [trait] description = Zero upkeep female_name = loyal help_text = <italic>text='Loyal'</italic> units don’t incur upkeep. Most units incur an upkeep cost at the end of every turn, which is equal to their level. Loyal units do not incur this cost. During campaigns, certain units may opt to join the player’s forces of their own volition. These units are marked with the loyal trait. Although they may require payment to be recalled, they never incur any upkeep costs. This can make them invaluable during a long campaign, when gold is in short supply. This trait is never given to recruited units, so it may be unwise to dismiss such units or to send them to a foolish death. id = loyal male_name = loyal [effect] apply_to = loyal [/effect] [effect] add = misc/loyal-icon.png apply_to = overlay [/effect] [/trait] [trait] female_name = quick help_text = <italic>text='Quick'</italic> units have 1 extra movement point, but 5% less hitpoints than usual. Quick is the most noticeable trait, particularly in slower moving units such as trolls or heavy infantry. Units with the quick trait often have greatly increased mobility in rough terrain, which can be important to consider when deploying your forces. Also, quick units aren’t quite as tough as units without this trait and are subsequently less good at holding contested positions. id = quick male_name = quick [effect] apply_to = movement increase = 1 [/effect] [effect] apply_to = hitpoints increase_total = -5% [/effect] [/trait] [/modifications] [variables] [/variables] [filter_recall] [/filter_recall] [status] [/status] [/unit] [unit] attacks_left = 1 cost = 28 ellipse = misc/ellipse-hero experience = 0 extra_recruit = facing = n flag_rgb = magenta gender = male generate_name = yes halo = hitpoints = 50 id = Captain Krag image = units/goblins/knight.png image_icon = jamming = 0 language_name = Goblin Knight moves = 9 name = Captain Krag overlays = race = wolf random_traits = no recall_cost = -1 resting = yes role = type = Goblin Knight undead_variation = wolf underlying_id = 49 unrenamable = no upkeep = loyal usage = scout variation = vision = -1 [modifications] [trait] description = Zero upkeep female_name = loyal help_text = <italic>text='Loyal'</italic> units don’t incur upkeep. Most units incur an upkeep cost at the end of every turn, which is equal to their level. Loyal units do not incur this cost. During campaigns, certain units may opt to join the player’s forces of their own volition. These units are marked with the loyal trait. Although they may require payment to be recalled, they never incur any upkeep costs. This can make them invaluable during a long campaign, when gold is in short supply. This trait is never given to recruited units, so it may be unwise to dismiss such units or to send them to a foolish death. id = loyal male_name = loyal [effect] apply_to = loyal [/effect] [effect] add = misc/loyal-icon.png apply_to = overlay [/effect] [/trait] [trait] female_name = strong help_text = <italic>text='Strong'</italic> units do 1 more damage for every successful strike in melee combat, and have 1 additional hitpoint. While useful for any close-combat unit, strong is most effective for units who have a high number of swings such as the elvish fighter. Strong units can be very useful when a tiny bit of extra damage is all that is needed to turn a damaging stroke into a killing blow. id = strong male_name = strong [effect] apply_to = attack increase_damage = 1 range = melee [/effect] [effect] apply_to = hitpoints increase_total = 1 [/effect] [/trait] [object] [effect] add = misc/hero-icon.png apply_to = overlay [/effect] [effect] apply_to = ellipse ellipse = misc/ellipse-hero [/effect] [/object] [object] duration = forever id = warg name = warg [filter] id = Captain Krag [/filter] [effect] apply_to = new_ability [abilities] [dummy] description = This unit gains 1 hitpoint added to its maximum whenever it kills a unit, except units that are immune to plague. female_name = feeding id = feeding name = feeding special_note = This unit gains 1 hitpoint added to its maximum whenever it kills a living unit. [/dummy] [/abilities] [/effect] [effect] apply_to = new_ability [abilities] [leadership] affect_self = no cumulative = no description = This unit can lead other troops in battle. All adjacent lower-level units from the same side deal 25% more damage for each difference in level. female_name = leadership id = leadership name = leadership special_note = The leadership of this unit enables adjacent units of the same side to deal more damage in combat, though this only applies to units of lower level. value = (25 * (level - other.level)) [affect_adjacent] [filter] formula = level < other.level [/filter] [/affect_adjacent] [/leadership] [/abilities] [/effect] [/object] [/modifications] [abilities] [dummy] description = This unit gains 1 hitpoint added to its maximum whenever it kills a unit, except units that are immune to plague. female_name = feeding id = feeding name = feeding special_note = This unit gains 1 hitpoint added to its maximum whenever it kills a living unit. [/dummy] [leadership] affect_self = no cumulative = no description = This unit can lead other troops in battle. All adjacent lower-level units from the same side deal 25% more damage for each difference in level. female_name = leadership id = leadership name = leadership special_note = The leadership of this unit enables adjacent units of the same side to deal more damage in combat, though this only applies to units of lower level. value = (25 * (level - other.level)) [affect_adjacent] [filter] formula = level < other.level [/filter] [/affect_adjacent] [/leadership] [/abilities] [variables] [/variables] [filter_recall] [/filter_recall] [status] [/status] [/unit]
If I interpret this correctly, getting rid of the empty [leader][\leader] May well have corrected the problem, so let me know or I can keep looking or advise if someone else has a suggestion. Latest version I uploaded should not have that issuegfgtdf wrote: ↑January 16th, 2024, 5:01 pm So i tried myself, and when i got the the fourth scenario i got this really long error message :
I suspect its the size of the error message that caused a problem with the logger on your machine, it doesn't happen on my machine though.Code: Select all
20240116 17:56:38 warning engine/team_construction: when building level, skipping a unit (id=[]) from leader_cfg with no type information, for side: allow_changes = no allow_player = yes chose_random = no color = red controller = human current_player = 4444 faction = Custom faction_name = Custom gender = male gold = 1554 id = Brurbar income = 2 is_host = yes is_local = yes name = Brurbar player_id = 4444 previous_recruits = Goblin Spearman,Orcish Archer,Orcish Assassin,Orcish Grunt,Wolf Rider recruit = Goblin Spearman,Wolf Rider,Orcish Archer,Naga Fighter,Orcish Assassin save_id = Brurbar side = 1 side_name = Brurbar team_name = invaders type = Orcish Leader unrenamable = yes user_description = Anonymous player user_team_name = invaders [modifications] [trait] female_name = resilient help_text = <italic>text='Resilient'</italic> units have an additional 4 hitpoints, and gain 1 more per level. Resilient units can be useful at all stages of a campaign, and this is a useful trait for all units. Resilient is often most helpful as a trait when it occurs in a unit that has some combination of low hitpoints, good defense, or high resistances. Resilient units are especially useful for holding strategic positions against opponents. id = resilient male_name = resilient [effect] apply_to = hitpoints increase_total = 4 [/effect] [effect] apply_to = hitpoints increase_total = 1 times = per level [/effect] [/trait] [trait] female_name = quick help_text = <italic>text='Quick'</italic> units have 1 extra movement point, but 5% less hitpoints than usual. Quick is the most noticeable trait, particularly in slower moving units such as trolls or heavy infantry. Units with the quick trait often have greatly increased mobility in rough terrain, which can be important to consider when deploying your forces. Also, quick units aren’t quite as tough as units without this trait and are subsequently less good at holding contested positions. id = quick male_name = quick [effect] apply_to = movement increase = 1 [/effect] [effect] apply_to = hitpoints increase_total = -5% [/effect] [/trait] [/modifications] [leader] [/leader] [village] x = 11 y = 20 [/village] [village] x = 13 y = 20 [/village] [village] x = 14 y = 22 [/village] [village] x = 16 y = 17 [/village] [village] x = 34 y = 18 [/village] [village] x = 18 y = 18 [/village] [village] x = 18 y = 22 [/village] [village] x = 20 y = 21 [/village] [village] x = 22 y = 22 [/village] [default_faction] recruit = Goblin Spearman,Wolf Rider,Orcish Archer,Naga Fighter,Orcish Assassin type = Orcish Leader [/default_faction] [variables] [/variables] [unit] attacks_left = 1 canrecruit = yes cost = 21 ellipse = misc/ellipse-hero experience = 0 extra_recruit = facing = s flag_rgb = magenta gender = male generate_name = yes halo = hitpoints = 47 id = Brurbar image = units/orcs/leader.png image_icon = jamming = 0 language_name = Orcish Leader moves = 7 name = Brurbar overlays = race = orc random_traits = no recall_cost = -1 resting = yes role = type = Orcish Leader undead_variation = underlying_id = 1 unrenamable = yes upkeep = full usage = mixed fighter variation = vision = 7 [modifications] [trait] female_name = resilient help_text = <italic>text='Resilient'</italic> units have an additional 4 hitpoints, and gain 1 more per level. Resilient units can be useful at all stages of a campaign, and this is a useful trait for all units. Resilient is often most helpful as a trait when it occurs in a unit that has some combination of low hitpoints, good defense, or high resistances. Resilient units are especially useful for holding strategic positions against opponents. id = resilient male_name = resilient [effect] apply_to = hitpoints increase_total = 4 [/effect] [effect] apply_to = hitpoints increase_total = 1 times = per level [/effect] [/trait] [trait] female_name = quick help_text = <italic>text='Quick'</italic> units have 1 extra movement point, but 5% less hitpoints than usual. Quick is the most noticeable trait, particularly in slower moving units such as trolls or heavy infantry. Units with the quick trait often have greatly increased mobility in rough terrain, which can be important to consider when deploying your forces. Also, quick units aren’t quite as tough as units without this trait and are subsequently less good at holding contested positions. id = quick male_name = quick [effect] apply_to = movement increase = 1 [/effect] [effect] apply_to = hitpoints increase_total = -5% [/effect] [/trait] [object] [effect] add = misc/hero-icon.png apply_to = overlay [/effect] [effect] apply_to = ellipse ellipse = misc/ellipse-hero [/effect] [/object] [/modifications] [variables] [/variables] [filter_recall] [/filter_recall] [status] [/status] [/unit] [unit] attacks_left = 1 canrecruit = yes cost = 53 experience = 0 extra_recruit = facing = s flag_rgb = magenta gender = male generate_name = yes halo = hitpoints = 46 id = Iga image = units/orcs/nightblade.png image_icon = jamming = 0 language_name = Orcish Nightblade moves = 7 name = Iga overlays = race = orc random_traits = no recall_cost = -1 resting = yes role = type = Orcish Nightblade undead_variation = underlying_id = 48 unrenamable = no upkeep = loyal usage = mixed fighter variation = vision = 7 [modifications] [trait] description = Zero upkeep female_name = loyal help_text = <italic>text='Loyal'</italic> units don’t incur upkeep. Most units incur an upkeep cost at the end of every turn, which is equal to their level. Loyal units do not incur this cost. During campaigns, certain units may opt to join the player’s forces of their own volition. These units are marked with the loyal trait. Although they may require payment to be recalled, they never incur any upkeep costs. This can make them invaluable during a long campaign, when gold is in short supply. This trait is never given to recruited units, so it may be unwise to dismiss such units or to send them to a foolish death. id = loyal male_name = loyal [effect] apply_to = loyal [/effect] [effect] add = misc/loyal-icon.png apply_to = overlay [/effect] [/trait] [trait] female_name = quick help_text = <italic>text='Quick'</italic> units have 1 extra movement point, but 5% less hitpoints than usual. Quick is the most noticeable trait, particularly in slower moving units such as trolls or heavy infantry. Units with the quick trait often have greatly increased mobility in rough terrain, which can be important to consider when deploying your forces. Also, quick units aren’t quite as tough as units without this trait and are subsequently less good at holding contested positions. id = quick male_name = quick [effect] apply_to = movement increase = 1 [/effect] [effect] apply_to = hitpoints increase_total = -5% [/effect] [/trait] [/modifications] [variables] [/variables] [filter_recall] [/filter_recall] [status] [/status] [/unit] [unit] attacks_left = 1 cost = 28 ellipse = misc/ellipse-hero experience = 0 extra_recruit = facing = n flag_rgb = magenta gender = male generate_name = yes halo = hitpoints = 50 id = Captain Krag image = units/goblins/knight.png image_icon = jamming = 0 language_name = Goblin Knight moves = 9 name = Captain Krag overlays = race = wolf random_traits = no recall_cost = -1 resting = yes role = type = Goblin Knight undead_variation = wolf underlying_id = 49 unrenamable = no upkeep = loyal usage = scout variation = vision = -1 [modifications] [trait] description = Zero upkeep female_name = loyal help_text = <italic>text='Loyal'</italic> units don’t incur upkeep. Most units incur an upkeep cost at the end of every turn, which is equal to their level. Loyal units do not incur this cost. During campaigns, certain units may opt to join the player’s forces of their own volition. These units are marked with the loyal trait. Although they may require payment to be recalled, they never incur any upkeep costs. This can make them invaluable during a long campaign, when gold is in short supply. This trait is never given to recruited units, so it may be unwise to dismiss such units or to send them to a foolish death. id = loyal male_name = loyal [effect] apply_to = loyal [/effect] [effect] add = misc/loyal-icon.png apply_to = overlay [/effect] [/trait] [trait] female_name = strong help_text = <italic>text='Strong'</italic> units do 1 more damage for every successful strike in melee combat, and have 1 additional hitpoint. While useful for any close-combat unit, strong is most effective for units who have a high number of swings such as the elvish fighter. Strong units can be very useful when a tiny bit of extra damage is all that is needed to turn a damaging stroke into a killing blow. id = strong male_name = strong [effect] apply_to = attack increase_damage = 1 range = melee [/effect] [effect] apply_to = hitpoints increase_total = 1 [/effect] [/trait] [object] [effect] add = misc/hero-icon.png apply_to = overlay [/effect] [effect] apply_to = ellipse ellipse = misc/ellipse-hero [/effect] [/object] [object] duration = forever id = warg name = warg [filter] id = Captain Krag [/filter] [effect] apply_to = new_ability [abilities] [dummy] description = This unit gains 1 hitpoint added to its maximum whenever it kills a unit, except units that are immune to plague. female_name = feeding id = feeding name = feeding special_note = This unit gains 1 hitpoint added to its maximum whenever it kills a living unit. [/dummy] [/abilities] [/effect] [effect] apply_to = new_ability [abilities] [leadership] affect_self = no cumulative = no description = This unit can lead other troops in battle. All adjacent lower-level units from the same side deal 25% more damage for each difference in level. female_name = leadership id = leadership name = leadership special_note = The leadership of this unit enables adjacent units of the same side to deal more damage in combat, though this only applies to units of lower level. value = (25 * (level - other.level)) [affect_adjacent] [filter] formula = level < other.level [/filter] [/affect_adjacent] [/leadership] [/abilities] [/effect] [/object] [/modifications] [abilities] [dummy] description = This unit gains 1 hitpoint added to its maximum whenever it kills a unit, except units that are immune to plague. female_name = feeding id = feeding name = feeding special_note = This unit gains 1 hitpoint added to its maximum whenever it kills a living unit. [/dummy] [leadership] affect_self = no cumulative = no description = This unit can lead other troops in battle. All adjacent lower-level units from the same side deal 25% more damage for each difference in level. female_name = leadership id = leadership name = leadership special_note = The leadership of this unit enables adjacent units of the same side to deal more damage in combat, though this only applies to units of lower level. value = (25 * (level - other.level)) [affect_adjacent] [filter] formula = level < other.level [/filter] [/affect_adjacent] [/leadership] [/abilities] [variables] [/variables] [filter_recall] [/filter_recall] [status] [/status] [/unit]
Re: Ascension
what operating system are you using? someone mentioned it could be windows 7 specific. Also where did you get your wesnoth from ? (self-built/steam/downloaded from the homepage ?)
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: Ascension
I'm in Windows 10, and I downloaded it from sourceforge. Also I'm using version 1.17.23.
Re: Ascension
Ok thx, i filed a bugreport for this issue https://github.com/wesnoth/wesnoth/issues/8255ZIM wrote: ↑January 17th, 2024, 5:16 amI'm in Windows 10, and I downloaded it from sourceforge. Also I'm using version 1.17.23.
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: Ascension
The scenario 2 file has a typo due to which the campaign can't be started.
The typo is:
(Basically scenario has typo, scenario can't be loaded, add-on can't be loaded, and a campaign that's not loaded can't start.)
S2
under the orcs had fallen -> under the orcs it had fallen
?. -> ?!
must finish all -> must remove all
I assumed that all surviving orcs would join me at the end. Imagine my disappointment. D:
S3
are now too fearful -> were now too fearful
been on a boat before -> been on a boat before.
S4
Incompetant -> Incompetent
In S3 Crassus was an Ancient Lich, now they are back to being a normal Lich.
Mariners fight well -> (Mariners fight well
last! You -> last! You (double space)
S5
forward, Drakes -> Forward, Drakes
The scenario names are a bit odd.
1) Some scenarios are numbered (02, 03)
2) None of the scenarios start with the acronym or shorthand of the campaign.
Code: Select all
The following add-on had errors and could not be loaded:
~add-ons/Ascension/_main.cfg
Please report this to the author or maintainer of this add-on.
Details:
Unexpected characters after variable name (expected , or =)
at ~add-ons/Ascension/scenarios/02_Anarchy.cfg:50
included from ~add-ons/Ascension/_main.cfg:22
[/modifications]s
<.<(Basically scenario has typo, scenario can't be loaded, add-on can't be loaded, and a campaign that's not loaded can't start.)
S2
under the orcs had fallen -> under the orcs it had fallen
?. -> ?!
must finish all -> must remove all
I assumed that all surviving orcs would join me at the end. Imagine my disappointment. D:
S3
are now too fearful -> were now too fearful
been on a boat before -> been on a boat before.
S4
Incompetant -> Incompetent
In S3 Crassus was an Ancient Lich, now they are back to being a normal Lich.
Mariners fight well -> (Mariners fight well
last! You -> last! You (double space)
S5
forward, Drakes -> Forward, Drakes
The scenario names are a bit odd.
1) Some scenarios are numbered (02, 03)
2) None of the scenarios start with the acronym or shorthand of the campaign.
- Attachments
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- Landfall replay 20240131-193205.gz
- (42.93 KiB) Downloaded 30 times
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- Detour replay 20240131-173908.gz
- (47.71 KiB) Downloaded 32 times
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- 03 Warchief replay 20240131-170621.gz
- (48.38 KiB) Downloaded 20 times
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- 02 Anarchy replay 20240131-164216.gz
- S2, but more units kept
- (25.75 KiB) Downloaded 21 times
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- Annihilation replay 20240131-161840.gz
- (14.86 KiB) Downloaded 27 times
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- 02 Anarchy-Auto-Save16.gz
- I can't keep them :((((
- (39.76 KiB) Downloaded 29 times
Re: Ascension
I eliminated the extra s that was causing issuesKonrad2 wrote: ↑January 31st, 2024, 3:07 pm The scenario 2 file has a typo due to which the campaign can't be started.The typo is:Code: Select all
The following add-on had errors and could not be loaded: ~add-ons/Ascension/_main.cfg Please report this to the author or maintainer of this add-on. Details: Unexpected characters after variable name (expected , or =) at ~add-ons/Ascension/scenarios/02_Anarchy.cfg:50 included from ~add-ons/Ascension/_main.cfg:22
[/modifications]s
<.<
(Basically scenario has typo, scenario can't be loaded, add-on can't be loaded, and a campaign that's not loaded can't start.)
S2
under the orcs had fallen -> under the orcs it had fallen
?. -> ?!
must finish all -> must remove all
I assumed that all surviving orcs would join me at the end. Imagine my disappointment. D:
S3
are now too fearful -> were now too fearful
been on a boat before -> been on a boat before.
S4
Incompetant -> Incompetent
In S3 Crassus was an Ancient Lich, now they are back to being a normal Lich.
Mariners fight well -> (Mariners fight well
last! You -> last! You (double space)
S5
forward, Drakes -> Forward, Drakes
The scenario names are a bit odd.
1) Some scenarios are numbered (02, 03)
2) None of the scenarios start with the acronym or shorthand of the campaign.
Fixed most typos/wording suggestions, though I couldn't find the Forward, Drakes, scenario 5 didn't even have drakes in it, I looked in scenario 4, maybe I'm just blind...
The Lich issue has to do with at first I figured the Lich Lords would all be Ancient Lichs, as they are, well, ancient, but given you have one of them helping you in scenario 6 I figured that was just too good, so they got made just Lichs. I just changed it so scenario 3 Crassus is just a Lich (that one got past me), but he does become an Ancient Lich in Kingdom of Dorth (I try to say he is gathering his power as he realizes he has a big battle coming, also why he doesn't raise dead for you). I do realize the transition of everyone to ancient lichs later is nonideal, but at least I try for some explanation...
For scenario 2, I have been contemplating changing the trigger from "occupy keep to get faction" to in essence "if you kill the leader you get his faction".
[event]
name=last breath
[filter]
id=X
[/filter]
[filter_second]
side=1
[/filter_second]
[modify_unit]
[filter]
side=X
[/filter]
side=1
moves=$this_unit.max_moves
[/modify_unit]
[allow_recruit]
side=1
type=X
[/allow_recruit]
I figure this could work but haven't tried it out, I could even put it so that ANY faction that kills another orcish leader gets their guys, so an enemy killing an enemy leader could be a problem. That would be good, though, in that I could get rid of the passive leader I put on everyone so you didn't just steal the leaders along with their factions.
-I might even allow the killing faction to allow you to get their villages as well, as they are switching loyalty.
I figure that modification will get rid of the problem of not getting the units you noted.
I can make new names but then have to make sure i change everything and don't break stuff...maybe scenario 2 can be "Jevyans Haven (not sure if apostrophe is allowed)", scenario 3 Fall of Southbay. I suppose others can be modified, let me know which you feel are the most odd, probably the single word ones if I had to guess, which is most of the initial ones...
I don't quite understand what you mean about the scenario numbering, I thought they have the numbers they are supposed to, maybe a little more guidance I can fix it.
I'm guessing the acronym you refer to is at the very top of the scenario?
#textdomain wesnoth-l
[scenario]
so that should be made into
#textdomain wesnoth-A
[scenario]
If I understand you correctly
My windows media player isn't letting me see the replays, not sure if there is a program that consistently works for that sort of thing...
By the way I appreciate the feedback, it's helpful and I really want this campaign to be as good as it can be, so I will work on what you suggested, I can resubmit with the scenario breaking extra S taken out for playability, the scenario 2 trigger will take a little longer to get, so that may be another update, but THANKS for taking the time and effort.
- Lord-Knightmare
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Re: Ascension
Replays can be loaded by drag-and-drop the file into your saves folder and loading it as a save file from the Battle for Wesnoth client.My windows media player isn't letting me see the replays, not sure if there is a program that consistently works for that sort of thing...
Creator of "War of Legends"
Creator of the Isle of Mists survival scenario.
Maintainer of Forward They Cried
User:Knyghtmare | My Medium
Creator of the Isle of Mists survival scenario.
Maintainer of Forward They Cried
User:Knyghtmare | My Medium
Re: Ascension
My bad, I mixed up the numbering, the Drakes typo is in S6.
I remembered a scenario I recently played which had the functionality of transfering units and of transfering the villages.For scenario 2, I have been contemplating changing the trigger from "occupy keep to get faction" to in essence "if you kill the leader you get his faction".
[event]
name=last breath
[filter]
id=X
[/filter]
[filter_second]
side=1
[/filter_second]
[modify_unit]
[filter]
side=X
[/filter]
side=1
moves=$this_unit.max_moves
[/modify_unit]
[allow_recruit]
side=1
type=X
[/allow_recruit]
I figure this could work but haven't tried it out, I could even put it so that ANY faction that kills another orcish leader gets their guys, so an enemy killing an enemy leader could be a problem. That would be good, though, in that I could get rid of the passive leader I put on everyone so you didn't just steal the leaders along with their factions.
-I might even allow the killing faction to allow you to get their villages as well, as they are switching loyalty.
I figure that modification will get rid of the problem of not getting the units you noted.
Look up the macros used, I'm usre that will be useful.
https://www.wesnoth.org/macro-reference.html
Code: Select all
{MODIFY_UNIT (side=4) side 1 }
{TRANSFER_VILLAGE_OWNERSHIP 4 1}
Sorry for the misunderstanding, let me rephrase that.I can make new names but then have to make sure i change everything and don't break stuff...maybe scenario 2 can be "Jevyans Haven (not sure if apostrophe is allowed)", scenario 3 Fall of Southbay. I suppose others can be modified, let me know which you feel are the most odd, probably the single word ones if I had to guess, which is most of the initial ones...
I don't quite understand what you mean about the scenario numbering, I thought they have the numbers they are supposed to, maybe a little more guidance I can fix it.
The scenario names the play sees for your campaign (up to where I've played):
Annihilation
02 Anarchy
03 Warchief
Detour
Landfall
Invasion
Ancient Fortress
Scenario names when I play The Unstoppable Legion:
UL-An Ulikely Hero
UL-More than a Match
UL-A Test of valour
and so on
Same for To Lands Unknown:
TLU-Highest Tiers
TLU-Central Palace
TLU-Near the Jungle
and so on
Both for UL and TLU I can see just by checking the name of the save file to which campaign this save belongs. And, more so, I can use the search function to reliably find them.
Does that make sense?
Gladly. I enjoy the campaign so far, it's obvious that you put in some effort to make the objectives distinct. Thanks for that.By the way I appreciate the feedback, it's helpful and I really want this campaign to be as good as it can be, so I will work on what you suggested, I can resubmit with the scenario breaking extra S taken out for playability, the scenario 2 trigger will take a little longer to get, so that may be another update, but THANKS for taking the time and effort.
S6 Invasion
Crassus trying to defeat the main dwarvish leader (the southern one) instead of focusing on the purple one first feels a bit unfortunate. Any way you can make him target the purple one first?
It made me split up my army and likely delayed me quite a bit. D:
Also, those purple guards seem to go passive once you defeat their leader.
S7 Ancient Fortess
I had Iga earn some XP in 'Warchief', but said XP is gone now. :C
if you free me -> if you free me.
My personal gripe with the Rod of Justice is that all the other depictions I know of it say that anyone not pure of heart is straight up killed.
- Attachments
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- Ancient Fortress replay 20240201-114207.gz
- (42.39 KiB) Downloaded 21 times
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- Invasion replay 20240201-112707.gz
- (73.33 KiB) Downloaded 23 times