Custom era for MP campaign

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Efinari
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Custom era for MP campaign

Post by Efinari »

Can anyone tell me how to set a custom era for my multiplayer campaign? I have tried everything I can think of, but the campaign stubbornly insists on using era_default.

When defining an era, should it be textdomain-multiplayer or textdomain-{CAMPAIGN_NAME}?
When loading it in the _main.cfg file, should it be loaded under #ifdef MULTIPLAYER or #ifdef CAMPAIGN_{NAME}?

Is there something special you put in the [campaign] tags or the [multiplayer] ([scenario]) tags to make it work properly?
Kallin Efinari
---Creator of "LOTE Unit Release", "7p - Afterwards", and "Chain Lightning"
(Working on 1.12 port of "7p - Afterwards")
Managing compatibility between 4000K people's ideas of what happens? Forget it!
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Ravana
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Re: Custom era for MP campaign

Post by Ravana »

Havent dealt with campaigns, but most likely is allow_era: a list of era ids. Only the eras with matching ids will be allowed to be played with this scenario.
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Efinari
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Re: Custom era for MP campaign

Post by Efinari »

I did try that, but the game seems to completely ignore it...perhaps because I'm using a [campaign] section in my _main.cfg file to actually initialize the campaign?
Kallin Efinari
---Creator of "LOTE Unit Release", "7p - Afterwards", and "Chain Lightning"
(Working on 1.12 port of "7p - Afterwards")
Managing compatibility between 4000K people's ideas of what happens? Forget it!
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Ravana
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Re: Custom era for MP campaign

Post by Ravana »

This page describes how the campaign is displayed in the "Campaign" menu, and how it starts.
So, it seems that for mp you dont use that tag.
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Efinari
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Re: Custom era for MP campaign

Post by Efinari »

The following keys are additionally recognized in multiplayer:
min_players: Minimum number of players campaign supports. Defaults to 2.
max_players: Maximum number of players campaign supports. Defaults to min_players.
allow_era_choice: Whether to hide era selection and use a default one when creating a game. Defaults to yes.
require_campaign: Whether clients are required to have this campaign installed beforehand to be allowed join a game using this campaign. Possible values 'yes' (the default) and 'no'.
The [campaign] tag has recently (I think as recently as 1.12) merged into the mp menu as well - it's used to add resources, credits, and difficulty levels. Otherwise you would just be plopped into the first scenario and at best select difficulty from a clunky in-game interface.

LoW (which is a hybrid campaign, not straight mp) still uses the [campaign] tags in the mp menu, but they have custom factions with fixed leaders, which I would prefer to avoid. I would think there would be a way to set the era either in the [campaign] or [scenario]/[multiplayer] tags, but it doesn't seem to work - for example, I can't even set it to use Age of Heroes instead of Default.
Kallin Efinari
---Creator of "LOTE Unit Release", "7p - Afterwards", and "Chain Lightning"
(Working on 1.12 port of "7p - Afterwards")
Managing compatibility between 4000K people's ideas of what happens? Forget it!
gfgtdf
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Re: Custom era for MP campaign

Post by gfgtdf »

From looking at the code it seems possible that 'allow_era' is ignored if 'allow_era_choice' is given. So did you try allow_era in scenario without allow_era_choice?
Scenario with Robots SP scenario (1.11/1.12), allows you to build your units with components, PYR No preperation turn 1.12 mp-mod that allows you to select your units immideately after the game begins.
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Efinari
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Re: Custom era for MP campaign

Post by Efinari »

I did try it without going through the [campaign] interface, and allow_era works properly. However, I don't prefer this solution because of the afore-mentioned reasons. When allow_era_choice is set to either yes or no (i.e., allow_era_choice exists, or the [campaign] tag is used at all) allow_era is ignored.
Kallin Efinari
---Creator of "LOTE Unit Release", "7p - Afterwards", and "Chain Lightning"
(Working on 1.12 port of "7p - Afterwards")
Managing compatibility between 4000K people's ideas of what happens? Forget it!
gfgtdf
Developer
Posts: 1432
Joined: February 10th, 2013, 2:25 pm

Re: Custom era for MP campaign

Post by gfgtdf »

Hmm yes this sounds like a problem then, please fiel a bugreport/feature request on our bugtracker. Bot however that this wont be implemented in wesnoth 1.12 then (only for wesnoth 1.13)
Scenario with Robots SP scenario (1.11/1.12), allows you to build your units with components, PYR No preperation turn 1.12 mp-mod that allows you to select your units immideately after the game begins.
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