Topic: Frisians 02 crash when red HQ destroyed before storehouse full
hessenfarmer
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Posted at:
2025-12-25, 20:48 UTC+1.0
well, actually the delay is 30 seconds which should be enough to stop all possible ongoing constructions
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Nordfriese |
Posted at:
2025-12-26, 16:02 UTC+1.0
PR with the fix is up: https://codeberg.org/wl/widelands/pulls/5305
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beng Topic Opener |
Posted at:
2025-12-30, 17:03 UTC+1.0
I have modified the map and scripts to make it slightly easier (i still find it very hard) and to make more options for the player to use different strategies like using ships to build ports behind the enemy's camp and attacking from the back. I have not finished testing yet. I modified the script so it hopefully will not crash, and changed the victory condition to destroying all the roman buildings rather than capturing all the fields, which I find hard as some are hard to reach. Have not played to the end yet to see if it works. If you wan to try my modified version of Frisians campaign mission 2 here it is. Rename your original fri02.wmf to fri02.orig or something similar and copy this folder into the directory where it was. PS I did not include the PR bug fix as I did not see it before I did this. I made my own bug fix in the script by making it skip transferring wares if the roman HQ is gone. Will have a look at the PR one and try to add it in.
Edited:
2025-12-30, 17:06 UTC+1.0
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beng Topic Opener |
Posted at:
2026-01-02, 06:50 UTC+1.0
The previous file i posted above has a script bug that crashes the game when the barbarians are defeated. This new version fixes that, adds in the bugfix PR and does more landscape features like a mineable volcano with a fishing lake in the crater, to give the player more options.
Edited:
2026-01-02, 06:51 UTC+1.0
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