Search found 13 matches
- August 24th, 2020, 6:37 pm
- Forum: Scenario & Campaign Development
- Topic: After the Storm 0.10.18.1 [Wesnoth 1.14.x & 1.15.12+]
- Replies: 653
- Views: 345023
Re: After the Storm 0.10.10 [Wesnoth 1.14]
Thank you!
- August 24th, 2020, 4:35 pm
- Forum: Scenario & Campaign Development
- Topic: After the Storm 0.10.18.1 [Wesnoth 1.14.x & 1.15.12+]
- Replies: 653
- Views: 345023
Re: After the Storm 0.10.10 [Wesnoth 1.14]
Here you go.Iris wrote: ↑August 24th, 2020, 6:19 amMay I have a save right before this occurs?catagent101 wrote: ↑August 24th, 2020, 5:02 am Another bug. On E2 S11 A Final Confrontation, whenever units spawn on the starry chasm tiles during the bossfight, the following error occurs:
- August 24th, 2020, 5:02 am
- Forum: Scenario & Campaign Development
- Topic: After the Storm 0.10.18.1 [Wesnoth 1.14.x & 1.15.12+]
- Replies: 653
- Views: 345023
Re: After the Storm 0.10.10 [Wesnoth 1.14]
Another bug. On E2 S11 A Final Confrontation, whenever units spawn on the starry chasm tiles during the bossfight, the following error occurs: error scripting/lua: lua/helper.lua:253: bad argument #1 to 'random_func' (min > max) stack traceback: [C]: in local 'random_func' lua/helper.lua:253: in fie...
- August 14th, 2020, 4:48 am
- Forum: Scenario & Campaign Development
- Topic: After the Storm 0.10.18.1 [Wesnoth 1.14.x & 1.15.12+]
- Replies: 653
- Views: 345023
Re: After the Storm 0.10.7 [Wesnoth 1.14]
So I've come across a somewhat strange bug. If you have an incompatible mod installed (as in one that outputs that it is incompatible to the console), various things (lua I think?) stop working even if the mod is not enabled during the campaign. For example, I had No Randomness Mod installed and I h...
- March 30th, 2019, 12:09 am
- Forum: Art Contributions
- Topic: Dunefolk Rework - Base Units
- Replies: 130
- Views: 60128
Re: Dunefolk Rework - Base Units
For the burner it seems to me the original sprite had donned a protective cap of some sort (albeit with a few hairs sticking out) rather than exposed hair. I say this because given these units are spewing flames at their enemies at close range, it seems like without protection their hair would catch...
- March 11th, 2018, 5:09 pm
- Forum: Writers’ Forum
- Topic: Dunefolk(previously Khalifate) race description
- Replies: 472
- Views: 135064
Re: Dunefolk(previously Khalifate) race description
About their popularity: I usually see at least one game whenever I go onto the 1.12 official server with Default + Khalifate (two right now). This doesn't count the Ageless Era and others that also include it.
- March 10th, 2018, 12:03 am
- Forum: Scenario & Campaign Development
- Topic: Genesis 0.2.12 [1.14/1.15] [Ep 1 complete]
- Replies: 390
- Views: 180515
Re: Genesis [SP campaign for 1.12/1.13]
I found the problem. At line 6 in the file terrain3.cfg, in Genesis Resources, the wasteland terrain is defined as "Zw", not "Uzw". After I changed it, the problem was fixed. EDIT: Also done on line 7 in _final.cfg in Genesis Resources, which caused the graphics for the terrain n...
- February 21st, 2018, 9:02 pm
- Forum: Faction & Era Development
- Topic: Era of Magic (EoMa) 4.6.2 - now on Ko-fi!
- Replies: 2121
- Views: 560745
Re: Era of Magic (EoMa) 2.5 - 10th Anniversary!
A typo: "No decription available" should be "No description available".
- February 21st, 2018, 5:01 pm
- Forum: Scenario & Campaign Development
- Topic: To Lands Unknown 3.9
- Replies: 1148
- Views: 373371
Re: To Lands Unknown v2.2 - a new scenario
A bug: the cave wall terrain defined in this campaign replaces the default cave wall terrain in the editor since it has the same id.
- February 5th, 2018, 4:28 am
- Forum: Writers’ Forum
- Topic: Dunefolk(previously Khalifate) race description
- Replies: 472
- Views: 135064
Re: Dunefolk(previously Khalifate) race description
The one problem I have with the current proposal is that I don't see why trolls would be involved in fights over the desert animals, or fertile land (unless the Dunefolk have taken up mushroom farming). Maybe also "in part due to the demands of their dwarvish allies."? I think you've misu...
- February 5th, 2018, 12:30 am
- Forum: Writers’ Forum
- Topic: Dunefolk(previously Khalifate) race description
- Replies: 472
- Views: 135064
Re: Dunefolk(previously Khalifate) race description
The one problem I have with the current proposal is that I don't see why trolls would be involved in fights over the desert animals, or fertile land (unless the Dunefolk have taken up mushroom farming). Maybe also "in part due to the demands of their dwarvish allies."?
- February 4th, 2018, 7:23 pm
- Forum: Writers’ Forum
- Topic: Dunefolk(previously Khalifate) race description
- Replies: 472
- Views: 135064
Re: Dunefolk(previously Khalifate) race description
If that map is canon, then the dunefolk can just as easily reach the capital of wesnoth (weldyn) as they can reach the elves. Hmm, I can not recall whether or not that map is used in newer versions of the mainline campaign The South Guard ... The South Guard uses this map . [EDIT: I didn't look har...
- February 2nd, 2018, 3:25 am
- Forum: Writers’ Forum
- Topic: Dunefolk(previously Khalifate) race description
- Replies: 472
- Views: 135064
Re: Dunefolk(previously Khalifate) race description
Before the subject of the (un)natural obstacles to the realm of the Dunefolk restarts, I would like to point something out. In the 4th scenario of SotA , some Dunefolk - merchants probably - are briefly seen running into the cargo hold, and the unit image used for them is called "khalif" i...