1.18 SP Campaign - Bad Moon Rising

Discussion and development of scenarios and campaigns for the game.

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enz
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Re: 1.10 and 1.11 SP Campaign - Bad Moon Rising

Post by enz »

Hi. I just started playing Bad Moon Rising Part 1 and quickly run into a critical bug in scenario "A Trial". In the first attack of the Shadow Opponent, the opponent drains life from Scarrion and gets a huge number of hit points (more than 100000000), which makes it impossible to continue the game without editing the saved game. I am using Wesnoth 1.10.4, BMR1 1.4.4+svn.
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doofus-01
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Re: 1.10 and 1.11 SP Campaign - Bad Moon Rising

Post by doofus-01 »

Hi.

Lipk had the same problem:
http://forum.wesnoth.org/viewtopic.php?p=529126#p529126

But I was not able to reproduce it and I didn't see where it could be coming from, I suspect it's not a bug with the campaign.

The good news is that that scenario is not really important, it was mostly for giving Scarrion XP, so you can skip it with

:debug
:n

without ruining anything.
BfW 1.12 supported, but active development only for BfW 1.13/1.14: Bad Moon Rising | Trinity | Archaic Era |
| Abandoned: Tales of the Setting Sun
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enz
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Joined: January 14th, 2013, 11:19 am

Re: 1.10 and 1.11 SP Campaign - Bad Moon Rising

Post by enz »

If this is not a bug in the campaign but in Wesnoth, it should be looked into by the Wesnoth developers. I opened a bug report here:

https://gna.org/bugs/index.php?20438
ALdbeign
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Re: 1.10 and 1.11 SP Campaign - Bad Moon Rising

Post by ALdbeign »

Hi,

I'm wondering, are Duval and "peasant" not supposed to be able to buy the upgrade items in Colgana, or is this a bug?

Also, great campaign! I'm definitely enjoying it and as a mediocre player, I find the skirmishes make it more possible rather than easy, I have given up on a few others because I just couldn't get past one point or another.
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doofus-01
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Re: 1.10 and 1.11 SP Campaign - Bad Moon Rising

Post by doofus-01 »

ALdbeign wrote:I'm wondering, are Duval and "peasant" not supposed to be able to buy the upgrade items in Colgana, or is this a bug?
Sounds like an oversight, though blowing 100+ g on a peasant doesn't sound like something that should be encouraged. Duval should be fixed though, I'll look into it. Thanks.
EDIT: Actually, are you sure about the peasants? I don't have a save of that particular scenario, but they can be selected in another shop, and I don't see anything preventing them in the WML...
BfW 1.12 supported, but active development only for BfW 1.13/1.14: Bad Moon Rising | Trinity | Archaic Era |
| Abandoned: Tales of the Setting Sun
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ALdbeign
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Re: 1.10 and 1.11 SP Campaign - Bad Moon Rising

Post by ALdbeign »

doofus-01 wrote:EDIT: Actually, are you sure about the peasants? I don't have a save of that particular scenario, but they can be selected in another shop, and I don't see anything preventing them in the WML...
I only have one peasant, his name is "peasant" and I think you meant for him to die, which he did 3 of the 5 tries it took me to win the Rescue Scenario (where you get Raenna), I have since leveled him up to be a Halberdier though (yes, popping 100+ gold on a peasant would be silly. I won't do it for my dogs either haha)
mirwen
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Re: 1.10 and 1.11 SP Campaign - Bad Moon Rising

Post by mirwen »

Hi,
first of all, your campaign is great, however, i experience a bug in BMR3, "volcano" level.

I open the door following the chimera, i can play 1 turn, but then the game stop (it does not seem to freeze, it seems to be searching something) when it comes to the red's/Belleros's turn.

Any idea about what may be the cause, and how to solve it?

thank you;
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doofus-01
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Re: 1.10 and 1.11 SP Campaign - Bad Moon Rising

Post by doofus-01 »

Hi,

I do not recall seeing that. Could you post a save-file?

Thanks.
BfW 1.12 supported, but active development only for BfW 1.13/1.14: Bad Moon Rising | Trinity | Archaic Era |
| Abandoned: Tales of the Setting Sun
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mirwen
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Re: 1.10 and 1.11 SP Campaign - Bad Moon Rising

Post by mirwen »

Here are the saves.
As i said, it is not a freeze, so i was able to save during the "never-ending loading time"

I wonder if it could be because i let the hunter (forgot his name) that just joined me die, if he had a dialog or something.
BMR3-Volcano_Turn_19.gz
turn 19: just before
(95.22 KiB) Downloaded 216 times
BMR3-Volcano_Turn_20.gz
save at turn 20: during the bug
(96.58 KiB) Downloaded 215 times
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doofus-01
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Re: 1.10 and 1.11 SP Campaign - Bad Moon Rising

Post by doofus-01 »

I've checked it out and you're right, it is not a freeze. The AI just takes a really long time to think. It does eventually move, and then things speed back up to normal. I was hoping there would be some error message or something, but there wasn't.

So, I'm not sure what to say. I can see how this would be annoying, but it is possible to get past it by waiting. For what it's worth, I haven't seen this happen in the BfW 1.11.x series. Sorry I don't have a better answer.
BfW 1.12 supported, but active development only for BfW 1.13/1.14: Bad Moon Rising | Trinity | Archaic Era |
| Abandoned: Tales of the Setting Sun
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Chusquero
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Re: 1.10 and 1.11 SP Campaign - Bad Moon Rising

Post by Chusquero »

Hi doofus-01!

First of all, you just have won an admirer, I loved BMR-1 and now I'm playing BMR part 2.

I'm currently stuck in second scenario (Rescue), playing in normal... Is this scenario suposed to be played after leveling up? I find it really unbalanced . I think I had try every single tactic and, whatever I try, a hero dies around turn 7-8.

I'd apreciate any clue.
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doofus-01
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Re: 1.10 and 1.11 SP Campaign - Bad Moon Rising

Post by doofus-01 »

Hello,
Chusquero wrote:I'm currently stuck in second scenario (Rescue), playing in normal... Is this scenario suposed to be played after leveling up? I find it really unbalanced . I think I had try every single tactic and, whatever I try, a hero dies around turn 7-8.
It is probably too difficult to do without leveling up. It is much easier if you fight some orcs on the worldmap first.
BfW 1.12 supported, but active development only for BfW 1.13/1.14: Bad Moon Rising | Trinity | Archaic Era |
| Abandoned: Tales of the Setting Sun
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Chusquero
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Re: 1.10 and 1.11 SP Campaign - Bad Moon Rising

Post by Chusquero »

I got it! There is a lot of options and wide range of posibilities to play. Quick strike forces formed by commandoes (first blow) and attack dogs (to finish them up) and the ability to create a solid frontline with veterans, subcommanders, witches and the guys with torches... I like the race/army that you made.

Now I'm defending the north-west fort... seems easy :)
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Chusquero
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Re: 1.10 and 1.11 SP Campaign - Bad Moon Rising

Post by Chusquero »

I had such a nice surprise in scenario "Mount Tien" (BMR3)... I rushed the right flank with 4 commandoes to assesinate enemy leader while the whole army stands in the snowy hills just below the first enemy castle... I like the "feel of living scenarios" that you do!

CAUTION: SCENARIO SPOIL
Spoiler:
mirwen
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Re: 1.10 and 1.11 SP Campaign - Bad Moon Rising

Post by mirwen »

I finished the whole campaign, it is wonderful.
Just a few things to report:
Trinity: Onslaught: I managed to kill the kthon/elf leader, and he was there in the next scenario; maybe you could add an animation to make him flee.
Finale: i got an error saying something like "team is empty, team set to =" and some other stuff. It did not stop the game but i had this message for a few turns (i have no save to show you, sorry).

I also had a severe lag (like i told you previously) in this scenario just after the "closing" of the tunnel (when everything else become hidden). Probably because the ennemy team start to recruit a lot.

And i dont understand how the prince and bresda manage to teleport/disappear as there is nobody left to activate the telportation, they even say it! That part was somewhat unclear about who needed to be teleported, i went for every character with a crown, but i was not enough, so i teleported nearly all my units, and that was ok, but i dont know wich one was blocking me.

Other than that, really a great job.
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