1.16 SP Campaign: Trinity
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Re: 1.12 SP Campaign: Trinity
this bit in ZA2b of Trinity2 seems to be bugged, rendering the level unwinnable.
I believe the not have_unit bit should be side=1,4, as the human player is side 3 in this scenario.
I had trouble with one of the subsequent missions (the one where you use blue engineer thralls to sabotage mechs) where I had defeated all the bosses and was in the exit room. I didn't look at the scenario file, but it's possible the cause was similar "count=2-99" code, as there were two enemy units that were stuck flitting back and forth between two transporter pads. I probably could have gone back and killed them, but that would have taken about 15 movement turns of otherwise nothingness, so I just skipped to the next level in debug mode.
There are a few missions where you control two sides that are opposed and theoretically could kill each other off, where the mission objectives are something like "kill all enemy leaders" for both sides....but in doing so, you'd lose key units which I assume would trigger defeat. ZZCoda is one of these missions once you control Dardarus(sp?). Other missions when you play as the green guys (Kithon?) as part of the rotation with the other races, you have conflicting mission objectives.
In a nemesis mission near the end, where she picks up the mech, what she's supposed to do with it isn't obvious
Code: Select all
[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 had trouble with one of the subsequent missions (the one where you use blue engineer thralls to sabotage mechs) where I had defeated all the bosses and was in the exit room. I didn't look at the scenario file, but it's possible the cause was similar "count=2-99" code, as there were two enemy units that were stuck flitting back and forth between two transporter pads. I probably could have gone back and killed them, but that would have taken about 15 movement turns of otherwise nothingness, so I just skipped to the next level in debug mode.
There are a few missions where you control two sides that are opposed and theoretically could kill each other off, where the mission objectives are something like "kill all enemy leaders" for both sides....but in doing so, you'd lose key units which I assume would trigger defeat. ZZCoda is one of these missions once you control Dardarus(sp?). Other missions when you play as the green guys (Kithon?) as part of the rotation with the other races, you have conflicting mission objectives.
In a nemesis mission near the end, where she picks up the mech, what she's supposed to do with it isn't obvious
Re: 1.12 SP Campaign: Trinity
Thanks, I'll try to take a look at it this weekend. I assume you're talking about the BfW 1.12 version. I think it was winnable, at least under some circumstances, but it's been so long since I've looked at it, I can't be sure of anything. I do remember thinking that if ever I were to write another campaign, it would not have long, convoluted scenarios like these.Pags wrote:this bit in ZA2b of Trinity2 seems to be bugged, rendering the level unwinnable.
As for the conflicting objectives, I don't want to spell it out like the player is an idiot, or give the non-active sides blue balls, but maybe something can be changed in the objectives pop-up.
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| Abandoned: Tales of the Setting Sun
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Re: 1.12 SP Campaign: Trinity
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".Pags wrote:I believe the not have_unit bit should be side=1,4, as the human player is side 3 in this scenario.
False bug reports are not cool, what gives?
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
GitHub link for these projects
| Abandoned: Tales of the Setting Sun
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Re: 1.12 SP Campaign: Trinity
wish I could tell you then... looks like i should run a file diff though, as I had defeated all enemy units, but couldn't advance.doofus-01 wrote: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".Pags wrote:I believe the not have_unit bit should be side=1,4, as the human player is side 3 in this scenario.
False bug reports are not cool, what gives?
Re: 1.12 SP Campaign: Trinity
It's been a month or two since I started playing this, so apologies if any of those already got fixed in the meantime.
Typos
Issues other than typos
Co-Creator of The Fellowship of the Clay (BfW 1.10) ~~ Maintainer of the German Code of Conduct
How to isolate problematic WML code ~~ WML error messages and their reasons
How to isolate problematic WML code ~~ WML error messages and their reasons
Re: 1.12 SP Campaign: Trinity
Hi,
Thanks for the typos list, I don't think I fixed any of those. I'm working my way through this on BfW 1.13, and am almost finished with the first part, so I think I've got the Lua errors and pacifist elves fixed. I haven't touched the Tower mechanics and am not that surprised to find it is broken. Could you post a save-file, preferably from the end of the scenario before you are auto-defeated?
Thanks.
Thanks for the typos list, I don't think I fixed any of those. I'm working my way through this on BfW 1.13, and am almost finished with the first part, so I think I've got the Lua errors and pacifist elves fixed. I haven't touched the Tower mechanics and am not that surprised to find it is broken. Could you post a save-file, preferably from the end of the scenario before you are auto-defeated?
Could you post a save-file from this? I wasn't going for cheap shot, I probably overlooked some possible strategy a player might try.Ceres wrote:In "Dark Heart", spawning the Zombie Dragon right behind the best place to form a defensive line, and then having it be able to attack the units I thought were shielded before I could react, felt like a bit of a cheap shot. Maybe my heart is just too soft for the realities of zombie dragon necromancy warfare. To be fair, I only forced myself in that defensive position because I naively recalled a handful of level 3 units and then got scared by the Spectres.
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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Re: 1.12 SP Campaign: Trinity
I don't have a save of that particular occasion, but I tried to re-enact the situation, recalling the lvl 3 healers and forming a line between the swamp and the river to keep the sketeons at bay. The save is at a point where you just need to hit End Turn for the dragon to appear. Some units in the front are a bit carelessly placed, but it should be enough to demonstrate the point.
Regarding the Tower scenario issue, this the save from the scenario in question: And this is the save from where I'm urged to recall whoever I need, which is the last time I saw the rest of my units: Curiously, there are exactly enough castle hexes to recall my entire recall list If I move Dardrus out of the way.
In my more successful attempt, I avoided any lvl 3 recalls and went for red more aggressively, on the other side of the river, so the dragon wasn't such a big problem (I assume that's what's intended).Regarding the Tower scenario issue, this the save from the scenario in question: And this is the save from where I'm urged to recall whoever I need, which is the last time I saw the rest of my units: Curiously, there are exactly enough castle hexes to recall my entire recall list If I move Dardrus out of the way.
Co-Creator of The Fellowship of the Clay (BfW 1.10) ~~ Maintainer of the German Code of Conduct
How to isolate problematic WML code ~~ WML error messages and their reasons
How to isolate problematic WML code ~~ WML error messages and their reasons
Re: 1.12 SP Campaign: Trinity
This seemed to work OK for me. I didn't get very far into the scenario, but I was able to recall a couple units and attack a couple of the phantoms. It looks like you are using BfW 1.13.7? I don't remember what all changed between now and 1.13.7, but I think there were several issues. It's possible that has something to do with it. I think BfW 1.13.9 is going to come out "soon".Ceres wrote:Regarding the Tower scenario issue, this the save from the scenario in question:
I understand now, thank you. I'll look into adjusting this.Ceres wrote:I don't have a save of that particular occasion, but I tried to re-enact the situation, recalling the lvl 3 healers and forming a line between the swamp and the river to keep the sketeons at bay. The save is at a point where you just need to hit End Turn for the dragon to appear. Some units in the front are a bit carelessly placed, but it should be enough to demonstrate the point.
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
GitHub link for these projects
| Abandoned: Tales of the Setting Sun
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Re: 1.12 SP Campaign: Trinity
I am playing Trinity version 1.3.21b (from Wesnoth server). Under certain circumstances the scenario ZA2b of Trinity2 does not end. I am attaching a corresponding save game for the scenario. In order to reproduce the bug kill the two remaining leaders first. Then kill the flying drones. Notice, that there is a cyborg left and an "rc-car" (?) is roaming somewhere in the far Northwest part of the map. If you kill the cyborg the scenario will not end even though there are less than 2 enemies left. I think the problem is that the cyborg belongs to side 4. The filter that tests for the winning condition does not check for this side. Here is the corresponding code snippet:
If I change the filter in the save file to
then the scenario ends, regardless in which order the remaining enemies are killed.
Code: Select all
[event]
name=die
[filter]
side=1
[/filter]
[filter_condition]
[variable]
name=twins_fought
equals=2
[/variable]
[not]
[have_unit]
side=1,4
count=2-99
[/have_unit]
[/not]
[/filter_condition]
Code: Select all
[event]
name=die
[filter]
side=1,4
[/filter]
...
- Attachments
-
- Tri2-Dark_Planet_(IIb)__Turn_65.txt.bz2
- (225.9 KiB) Downloaded 407 times
Re: 1.12 SP Campaign: Trinity
Thank you, braknor, that makes sense. The BfW 1.13/1.14 version will not have this problem. I think that scenario needs revision anyway.
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
GitHub link for these projects
| Abandoned: Tales of the Setting Sun
GitHub link for these projects
Re: 1.12 SP Campaign: Trinity
1.4.1 has been uploaded to the BfW 1.13 server. I am currently testing the scenario braknor found issues with, I'm not completely sure that is fixed. But the earlier scenarios should be compatible with BfW master and the recently uploaded Archaic_Era and Archaic_Resources.
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
GitHub link for these projects
| Abandoned: Tales of the Setting Sun
GitHub link for these projects
Re: 1.12 SP Campaign: Trinity
Hi again, doofus. I must point out a small typo: it's ‘vessel’, not ‘vessal’ (in the scenario name and text for the first Khthon scenario).
One negative: playing with the Khthon feels the same as playing with the undead. I can't feel any empathy towards my characters. Perhaps it's just the fact that I really like Wesnoth's roleplaying. Or that several times it really feels as if the best tactic is to just send everything forward and many ‘characters’ can be sacrificed just like that. It's easier to send faceless mutants to their deaths than named characters.
OTOH, playing with Nemesis on my side is a blast. Mwa-ha-ha.
All in all, so far it's a nice playing experience (I think I'll just play Trinity first and then play the new version of BMR2 & 3).
As with BMR, I love the new races, even if I haven't had a face off with the Ancient Phantoms yet. I can appreciate how much work you've put into this campaign.
Is the campaign supposed to be canon? Or is it alternate history?
One negative: playing with the Khthon feels the same as playing with the undead. I can't feel any empathy towards my characters. Perhaps it's just the fact that I really like Wesnoth's roleplaying. Or that several times it really feels as if the best tactic is to just send everything forward and many ‘characters’ can be sacrificed just like that. It's easier to send faceless mutants to their deaths than named characters.
OTOH, playing with Nemesis on my side is a blast. Mwa-ha-ha.
All in all, so far it's a nice playing experience (I think I'll just play Trinity first and then play the new version of BMR2 & 3).
As with BMR, I love the new races, even if I haven't had a face off with the Ancient Phantoms yet. I can appreciate how much work you've put into this campaign.
Is the campaign supposed to be canon? Or is it alternate history?
Re: 1.12 SP Campaign: Trinity
Hi Sadaharu,
I have been working on the BfW 1.13/1.14 version of this campaign, it will hopefully be at least a slight improvement, but it won't be a radical re-write.
Best Regards.
Thanks. I might have fixed that typo in the BfW 1.13/1.14 version, but I'll have to check.Sadaharu wrote:Hi again, doofus. I must point out a small typo: it's ‘vessel’, not ‘vessal’ (in the scenario name and text for the first Khthon scenario).
Yeah, the Khthon aren't very sympathetic characters. If I did things right though, they look a little bit better by the end of the campaign, at least Keldan should.Sadaharu wrote:One negative: playing with the Khthon feels the same as playing with the undead. I can't feel any empathy towards my characters. Perhaps it's just the fact that I really like Wesnoth's roleplaying. Or that several times it really feels as if the best tactic is to just send everything forward and many ‘characters’ can be sacrificed just like that. It's easier to send faceless mutants to their deaths than named characters.
I guess you could say the campaign is alternate history. It's supposed to take place in the same universe, but it's not canon, and probably conflicts with some canon. I don't think any UMC/add-ons can really be canon.Sadaharu wrote:Is the campaign supposed to be canon? Or is it alternate history?
I have been working on the BfW 1.13/1.14 version of this campaign, it will hopefully be at least a slight improvement, but it won't be a radical re-write.
Best Regards.
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
GitHub link for these projects
| Abandoned: Tales of the Setting Sun
GitHub link for these projects
Re: 1.12 SP Campaign: Trinity
As far as I remember the version I had (still have, actually) in BfW1.10 wasn't finished, the scenarios stopped a short bit after Nemesis captures Elensefar and the Queen and Dolevan awakens Seth. Well, I'll have to play and see, then.doofus-01 wrote:Yeah, the Khthon aren't very sympathetic characters. If I did things right though, they look a little bit better by the end of the campaign, at least Keldan should.
Alternate history… oh, OK. I'm still new around here so I'm not that familiar with all the unwritten codes and conventions that apply.I guess you could say the campaign is alternate history. It's supposed to take place in the same universe, but it's not canon, and probably conflicts with some canon. I don't think any UMC/add-ons can really be canon.
I have been working on the BfW 1.13/1.14 version of this campaign, it will hopefully be at least a slight improvement, but it won't be a radical re-write.
Re: 1.12 SP Campaign: Trinity
Hello. I'm having problems in the "Dark Planet III" scenario as well. I sent Nemesis to the portal with the dragon and, after she left with the primevals, killed all enemy leaders, then planted the "Keldan tree" on hex 33,35, waited for the forest to spread and killed all the remaining demons. But nothing more seems to happen. A few hexes in the top part of the map stay "Large Rift" or "Small Rift" and won't get consumed by the forest. I've also skipped for quite a few turns and have also tried if I maybe had to move Haldrad or Chan to a specific place, but with no success. I'm at turn 139 now, so this seems definite. Am I supposed to do anything else? Or did I do something wrong earlier?
I'm attaching a screenshot which also includes the current scenario goals (they also didn't change after Nemesis went to the portal), do you also need a savefile? I'm a newbie and would have yet to find out where to find those. P.S.: This is my first post here, I hope I put everything in the right place.
P.P.S.: I'm in love with that beautiful green&purple map!
I'm attaching a screenshot which also includes the current scenario goals (they also didn't change after Nemesis went to the portal), do you also need a savefile? I'm a newbie and would have yet to find out where to find those. P.S.: This is my first post here, I hope I put everything in the right place.
P.P.S.: I'm in love with that beautiful green&purple map!