SeaFire (MP Campaigns and an Era)
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Re: SeaFire (MP Campaigns and an Era)
thanks for the information. So patches are several mushroom fields that are grouped together?
Thanks and take care
Thanks and take care
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- Posts: 6
- Joined: May 9th, 2018, 6:18 pm
Re: SeaFire (MP Campaigns and an Era)
Ah, we found the dagger.
Re: SeaFire (MP Campaigns and an Era)
you can update the add-on to 1.16 add-on server?
Re: SeaFire (MP Campaigns and an Era)
I have not tried. I suppose I should.
I will do a basic compatibility test first, so that it does not crash. You can expect them to be there sometime this or next week.
I will do a basic compatibility test first, so that it does not crash. You can expect them to be there sometime this or next week.
Re: SeaFire (MP Campaigns and an Era)
And it is done.
I have upgraded the Era and the Campaigns to 1.16.
I have also squashed many bugs, and the bugfix also applies to the 1.14 version.
I have upgraded the Era and the Campaigns to 1.16.
I have also squashed many bugs, and the bugfix also applies to the 1.14 version.
Re: SeaFire (MP Campaigns and an Era)
Hey, the campaign I played (returnation) was cool. When I played though, Wes'mar Couldn't get "ability upgrades" (or whatever the max level uprades like tougher armor are.) I assume that he is supposed to be? Not sure if this is still the case, but I think it might be.
Re: SeaFire (MP Campaigns and an Era)
While I was porting it to 1.16, I had trouble forcing it to use Seafire Era units.
Apparently, when I got it to work, I forgot to make Wes'Mar use the SFE variant. Fixed in version 2.2.2.
While I was testing it, I discovered a bug in the Era, which could result in Heavy Armor user not getting the final AMLA choice for Heavy Armor. So I fixed that too.
Both now published.
Apparently, when I got it to work, I forgot to make Wes'Mar use the SFE variant. Fixed in version 2.2.2.
While I was testing it, I discovered a bug in the Era, which could result in Heavy Armor user not getting the final AMLA choice for Heavy Armor. So I fixed that too.
Both now published.
Re: SeaFire (MP Campaigns and an Era)
Great! Thank you so much for putting in all this work to make a great campaign!
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addons breaks this map
addons breaks this map
Last edited by needmoreplayers on December 24th, 2023, 12:27 pm, edited 1 time in total.
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- Posts: 67
- Joined: November 17th, 2023, 7:33 pm
all addons problems:
all addons problems:
conclusion so far: combinations of a few different addons in combination with multiplayer server breaks different maps
conclusion so far: combinations of a few different addons in combination with multiplayer server breaks different maps
Last edited by needmoreplayers on December 24th, 2023, 12:31 pm, edited 3 times in total.
Re: SeaFire (MP Campaigns and an Era)
Chronology is:
0. Origins -> 1. Returnation -> 2. Lords of Fire.
I am assuming you are refering to Lords of Fire.
All the campaigns are intended to be run with the "Era of Seafire" add-on, and no mods. While I can't guarantee that any particular mod will have a weird interaction, I also can't guarantee it won't.
At first look, I'd say that if an mod's pop-up appeared while the mod was turned off, it is a poorly made mod. But I'll install the Random Recruits and test it.
Result: Could not repeat.
On Wesnoth 1.16.2, with Random Recruits installed but turned off, it's pop-up did not show up.
With it turned on, it did, but that was expected.
Unitmarkers mod works as advertised in the first scenario of Seafire: Origins.
I am neither the creator, nor the keeper of "Random Recruits" and "Unitmarkers", so if you are experiencing problems with those mods in other campaigns, there is literaly no help I can offer there.
0. Origins -> 1. Returnation -> 2. Lords of Fire.
I am assuming you are refering to Lords of Fire.
All the campaigns are intended to be run with the "Era of Seafire" add-on, and no mods. While I can't guarantee that any particular mod will have a weird interaction, I also can't guarantee it won't.
At first look, I'd say that if an mod's pop-up appeared while the mod was turned off, it is a poorly made mod. But I'll install the Random Recruits and test it.
Result: Could not repeat.
On Wesnoth 1.16.2, with Random Recruits installed but turned off, it's pop-up did not show up.
With it turned on, it did, but that was expected.
Unitmarkers mod works as advertised in the first scenario of Seafire: Origins.
I am neither the creator, nor the keeper of "Random Recruits" and "Unitmarkers", so if you are experiencing problems with those mods in other campaigns, there is literaly no help I can offer there.
Re: SeaFire (MP Campaigns and an Era)
Sea Fire Era has been upgraded for Wesnoth 1.18.
AMLA line added: Flight
AMLA line split: Mounted into Mounted-light and Mounted-heavy
AMLA line added: Flight
AMLA line split: Mounted into Mounted-light and Mounted-heavy