new campaign: Green Isle

Discussion and development of scenarios and campaigns for the game.

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lu_zero
Posts: 196
Joined: April 16th, 2005, 10:25 am

Post by lu_zero » April 17th, 2007, 7:18 pm

could you please attach the file in the forum?

gabe
Posts: 180
Joined: December 15th, 2006, 1:15 am
Location: an island in the pacific

Post by gabe » April 19th, 2007, 3:22 am

just reposted to server

the first 6 scenarios are done the last one "Refugees" is not done but included
the last complete scenario goes to it but the scenario does nothing yet

Night_Raid still has some known issues but they are relativly minor
i need to figure code to restore a sides health and moves
working on it but not pau yet

Into_The_Mountains is complete unless something weird pops up
but the code is very straightforward

feedback on how the levels play would be cool
also story and stuff like that
when i play i know what should be happening so it makes testing the desried flow a little weird

gabe
Posts: 180
Joined: December 15th, 2006, 1:15 am
Location: an island in the pacific

Post by gabe » April 20th, 2007, 6:59 pm

need help with some code

how do restore a stored sides health and or moves?

have tried setting moves = max_moves; resting = 1 and some others i dont recall

any ideas?

gabe
Posts: 180
Joined: December 15th, 2006, 1:15 am
Location: an island in the pacific

Post by gabe » April 23rd, 2007, 1:22 am

reposted scenario to server

put in 6th scenario is mountains so might be long but no time limit
working on further sceanrios

also fixed some other random unit stuff dialog and story stuff i noticed while playing

scenario 5 is still giving me issues as the restore moves still wont work
here are the macros i am using:

#define RESTORE_STUFF VAR STUFF MAXSTUFF
{SET num 0}
[while]
[variable]
name=num
less_than=${VAR}.length
[/variable]
[do]
[set_variable]
name={VAR}[$NUM].STUFF
format=${VAR[${NUM}].{MAX_STUFF}
[/set_variable]
{ADD num 1}
[/do]
[/while]
{UNSET num}
#enddef

with the side being stored in VAR in a prior scenario like this:
#define STORE_SIDE SIDE VAR
[store_unit]
[filter]
side={SIDE}
[/filter]
variable={VAR}
[/store_unit]
#enddef

add the helper macros like so:
#define SET VAR VALUE
[set_variable]
name={VAR}
value={VALUE}
[/set_variable]
#enddef

#define UNSET VAR
[clear_variable]
name={VAR}
[/clear_variable]
#enddef

#define ADD VAR VALUE
[set_variable]
name={VAR}
add={VALUE}
[/set_variable]
#enddef

I have tried using them in all sorts of events to check if that is the problem but nothing works

any ideas why this doesn't work?

apologies for anyone that downloaded since my last update as I left in a bunch of testing alterations like things happening early and routing to a test scenario. my error

User avatar
Mist
Inactive Developer
Posts: 753
Joined: February 15th, 2007, 8:44 am
Location: Milton Keynes, UK

Post by Mist » April 23rd, 2007, 1:59 am

If it's copy-pasted then this here:
[set_variable]
name={VAR}[$NUM].STUFF
format=${VAR[${NUM}].{MAX_STUFF}

should probably look like :
[set_variable]
name={VAR}[$num].{STUFF}
format=${VAR}[$num].{MAX_STUFF}

that's just pointing syntax errors, not considering actual algorithm itself.
$num is a variable, so cannot be used as NUM or {NUM}
STUFF is a symbol for macro so allways has to be in brackets
and I'm amazed that parser overlooked missing bracket in ${VAR[$...
Somewhere, between the sacred silence and sleep.
Disorder.

gabe
Posts: 180
Joined: December 15th, 2006, 1:15 am
Location: an island in the pacific

Post by gabe » April 24th, 2007, 12:20 am

yup that worked
thanks for the help


reposted to server with the fix

going to play test the level again
make sure it works how I want it to

still working on the 7th scenatrio
should be cool with some wml tricks for fun

Ewan
Posts: 103
Joined: July 29th, 2004, 4:50 pm

Bugs...

Post by Ewan » April 25th, 2007, 4:28 pm

Some odd stuff is happening after the apppearance of the undead in Night Raid.

* The villages all revert to uncontrolled
* Some of my units are unable to attack: they can move, and the sword icon appears when an enemy is selected, but no combat ensues
* And/or, some enemy units appear to be unable to *be* attacked

The 'restarting' at T1 is annoying for save purposes, of course, but is also counterintuitive; could this be avoided? It seems as though all you are doing is adding an undead castle, which could be done more easily than by forcing a whole new map..

gabe
Posts: 180
Joined: December 15th, 2006, 1:15 am
Location: an island in the pacific

Post by gabe » April 25th, 2007, 8:31 pm

i have not played tested through there yet
hopefully can today

yes the added castle can be done easily in wml
but the reason for doing the switch is that I want the orcs to retreat and stop attacking when the undead appear
as it stands and I understand this cant be done in wml with v1.2.3
the changes to ai and sides that can be done in scenario are rather limited
to my knowledge at least

regardless if after I playthrough it and try tinker with it
if I cant get it to function smoothly
then I will switch to a wml based terrain change and just do what I can with the [ai] in wml have some ideas of what I would do if I go that way anyway

hopefully will have this issue straightened out by tonite or thursday nite at the latest

thanks for playing the campaign and giving me your feedback
i need it and it is appreciated greatly

gabe
Posts: 180
Joined: December 15th, 2006, 1:15 am
Location: an island in the pacific

Post by gabe » April 26th, 2007, 12:58 am

figured out how to get the orc ai to do what I want
is kind cheesy but it works
still uses two parts but the change should be smoother as the village control transfer will not be an issue and gold wont be either as it will either carry over or if was negative revert to zero

still not done hopefully can finish tonite
almost done with the new wml but still need to move stuff around on the map
if so will repost to the server

gabe
Posts: 180
Joined: December 15th, 2006, 1:15 am
Location: an island in the pacific

Post by gabe » April 27th, 2007, 1:10 am

fixed the Night_Raid issues by redoing the scenario

works as I originally wanted and should be much smoother
haven't tested yet as need to start at The_First_Contact again as I changed some unit stuff

I should have tested through by the next time I get to use the internet
if all goes well and even if not should have the 7th scenario done by then as well

as always your feedback is welcome and desired

gabe
Posts: 180
Joined: December 15th, 2006, 1:15 am
Location: an island in the pacific

Post by gabe » April 28th, 2007, 11:23 pm

reposted to server

scenario 7 is almost done

starting to test Night_Raid today
should be done testing it and bug-fixing by monday barring any disasters

lu_zero
Posts: 196
Joined: April 16th, 2005, 10:25 am

Post by lu_zero » May 5th, 2007, 5:04 pm

the night raid seems broken it tells me to reach the signpost north-west. there is just one singpost. (btw the leader is still the elf,,,)

gabe
Posts: 180
Joined: December 15th, 2006, 1:15 am
Location: an island in the pacific

Post by gabe » May 7th, 2007, 1:01 am

the 'north west' thing was a typo
there is only 1 signpost because it should be 'northwest'
my bad

when I play at home the leader is the correct one but uses an elf sprite
I can't do art good the plan was to do art after the wml
his type should say 'Fae Prince'
if that isn't the case then might be your end with the cache or something

will repost campaign in a hour or so

gabe
Posts: 180
Joined: December 15th, 2006, 1:15 am
Location: an island in the pacific

Post by gabe » May 8th, 2007, 7:02 pm

what would be the best way to have the game not end in victory if I wanted the player to goto a keep before populating the enemies
tried having a dummy guy with idle ai that gets killed but you can still tell he's there so thats not good

also in another level I want to have the player have to kill waves of leaderless troops and eventually fight a leader but I dont want to hide him and just keep taking his moves
how can I just have him appear at a certain time and the game not go victory before that

I have some ideas but they are not very good
looking for better ones from other people

gabe
Posts: 180
Joined: December 15th, 2006, 1:15 am
Location: an island in the pacific

Post by gabe » May 9th, 2007, 1:24 am

remembered about victory_when_enimies_defeated=no
works fine used it in some other places as well

working on 5-7 past few days
did some other stuff I'd been putting off
so joining to retest starting at The_First_Contact

the first two levels seem fine and noone has said anything
so they stay the same for now

will repost to campaign server when I get a stronger connection
as this one always times out or disconnects or something else

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