Units in recall list - not reading defined symbols

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scott
Posts: 5243
Joined: May 12th, 2004, 12:35 am
Location: San Pedro, CA

Units in recall list - not reading defined symbols

Post by scott »

As you may know I use customized outlaws for the Liberty campaign.
In their unit .cfg files there is a block that says:

Code: Select all

#ifdef CAMPAIGN_LIBERTY
advanceto=Fugitive
#else
advanceto=null
#endif
This allows level 2 outlaws to advance to level 3 if you're playing Liberty but not anywhere else. It seems to work well for recruiting, units created with the [unit] command, and when a L1 -> L2, that new guy can become the L3.

It does not work for L2 units in your recall list. When you finish a scenario, they get stored but in the next scenario they are unable to level up. I don't know how the unit.cfg gets checked all the time, but it looks like whatever happens isn't done for the recall list. Does this sound plausible, and could it be fixed somehow?


Edit: it only occurs when starting the game up fresh and loading a level at level start with level 2 outlaws in the unit recall list. It can be fixed by saving the game somewhere, restarting, and loading the level.
Hope springs eternal.
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Dave
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Post by Dave »

Can you provide a saved game along with precise instructions on how to reproduce the problem?

Thanks,

David
“At Gambling, the deadly sin is to mistake bad play for bad luck.” -- Ian Fleming
scott
Posts: 5243
Joined: May 12th, 2004, 12:35 am
Location: San Pedro, CA

Post by scott »

Sure. Download the saved game from here:
http://www.wesnoth.org/forum/viewtopic. ... c&start=68

Load the start-of-scenario saved game. You should notice the L2 outlaws on the field and in the recall list can't advance (experience says 11/-).

If you now save the game at turn 1 then reload that saved game, everything should be normal, which is the L2 outlaws can advance (experience says 11/120).
Hope springs eternal.
Wesnoth acronym guide.
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