Adventures of Knighthood (v1.2.0) - BfW 1.15

Discussion and development of scenarios and campaigns for the game.

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Pewskeepski
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Adventures of Knighthood (v1.2.0) - BfW 1.15

Post by Pewskeepski »

Adventures of Knighthood (v1.2.0) is now available for download from the 1.15 add-on server!

This is quite late considering when it was updated by MoonyDragon, but I realized I never actually uploaded it :oops:
I haven't made many changes or improvements yet, as life's been busy and I feel less strongly about this campaign than I do about Burning Souls. But it is updated and should run okay on the newest version of the game. If anybody encounters any issues, please let me known and I'll try to get to fixing them as best as I am able.

Synopsis: Take on the role of Sir Kaylan, one of the greatest knights of Wesnoth, in a series of some of his most exciting adventures! Defend Halstead from an orcish attack, duel with a knight who practises necromancy, fight an evil sorcerer and take part in one of Wesnoth's most historic uprisings!

Enjoy!

ORIGINAL POST:
Spoiler:
Last edited by Pewskeepski on April 14th, 2021, 7:47 am, edited 2 times in total.
"Everything is better with penguins."
Creator of Burning Souls, The Fall of Wesnoth (abandoned) and Adventures of Knighthood (now available on BfW 1.15!)
monochromatic
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Re: New Campaign: Adventers of Knighthood

Post by monochromatic »

Post it on the add-on server. Trust me. You'll get many more plays, and thus, more feedback.
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Pewskeepski
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Re: New Campaign: Adventers of Knighthood

Post by Pewskeepski »

Alright, Its on :)
"Everything is better with penguins."
Creator of Burning Souls, The Fall of Wesnoth (abandoned) and Adventures of Knighthood (now available on BfW 1.15!)
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Pewskeepski
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Re: New Campaign: Adventers of Knighthood

Post by Pewskeepski »

Question: How do you make teams start with villages? I want the orcs in "Battle for Halstead" to start with all the villages surrounding their camp.

I also need help in getting Alifar to arrive on turn 1 (In easy) on turn 3 (In normal) and on turn 5 (Hard)
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Ceres
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Re: New Campaign: Adventers of Knighthood

Post by Ceres »

the wiki wrote:[village] describes a village the side begins in control of.

* x, y the location of the village.
Put this in the relevant [side]-tag.
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zookeeper
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Re: New Campaign: Adventers of Knighthood

Post by zookeeper »

Pewskeepski wrote:Question: How do you make teams start with villages? I want the orcs in "Battle for Halstead" to start with all the villages surrounding their camp.
That's done in probably over half of the mainline campaign scenarios, so you know where to look.
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Reepurr
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Re: New Campaign: Adventers of Knighthood

Post by Reepurr »

Pewskeepski wrote:I also need help in getting Alifar to arrive on turn 1 (In easy) on turn 3 (In normal) and on turn 5 (Hard)

Code: Select all

[event]
#ifdef EASY
name=turn 1
#endif
#ifdef MEDIUM
name=turn 3
#endif
#ifdef HARD
name=turn 5
#endif
:whistle:
"What do you mean, "a dwarvish dragonguard with marksman is overpowered"?"

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monochromatic
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Re: New Campaign: Adventers of Knighthood

Post by monochromatic »

Pewskeepski wrote:Question: How do you make teams start with villages? I want the orcs in "Battle for Halstead" to start with all the villages surrounding their camp.
For the reference using this:

Code: Select all

[scenario]
# Whatever.
    [side]
        # Yada yada yada.
    [/side]

    {STARTING_VILLAGES 1 6}
[/scenario]
# Where #define STARTING_VILLAGES SIDE RADIUS
is really useful when the starting villages are all bunched together.
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Pewskeepski
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Re: New Campaign: Adventers of Knighthood

Post by Pewskeepski »

What do those numbers mean?

And this isn't working :?
[event]
#ifdef EASY
name=turn 1
#endif
#ifdef MEDIUM
name=turn 3
#endif
#ifdef HARD
name=turn 5
#endif
Also: In this scenario, I want the orcs to target Dommel. I tried looking around the mainline campaigns for similar things (HttT) but I couldn't find anything I understood.
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Ceres
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Re: New Campaign: Adventers of Knighthood

Post by Ceres »

1. The first number means the side which the villages are given. The second one is the radius around the Starting position, in which the villages are set to this ide.
2. To target Dommel, put this in the relevant enemy side:

Code: Select all

[ai]
  [target]
    id=Dommel
    value=4 ##a value that is saying the ai how much it should target the unit, the higher it is, the more aggressive the ai is against that unit
  [/target]
[/ai]
Really, you could look up for WML help here: http://wiki.wesnoth.org/ReferenceWML
A lot of useful stuff can be found there :wink:
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Pewskeepski
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Re: New Campaign: Adventers of Knighthood

Post by Pewskeepski »

Thanks :)
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Reepurr
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Re: New Campaign: Adventers of Knighthood

Post by Reepurr »

Pewskeepski wrote:What do those numbers mean?

And this isn't working :?
I forgot to check my sources again. zookeeper will hound me for the next decade as penitence.

This is how EI makes Dacyn pop out with a trapdoor at different times.

Code: Select all

#ifdef EASY
        name=turn 10
#else
        name=turn 12
#endif
So if my code doesn't work you could basically just change it to do pretty much that.

And yeah, Ceres ninja'd on the target Dommel bit.
"What do you mean, "a dwarvish dragonguard with marksman is overpowered"?"

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Pewskeepski
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Re: New Campaign: Adventers of Knighthood

Post by Pewskeepski »

I have scenario 7 and 8 almost done, However. In "A Choice In Carcyn" I want there to be some reward for defeating the enemy leader. I've decided that I want the orc to drop a longbow and player to be able to choose a unit to equip it. How do I do this?
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monochromatic
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Re: New Campaign: Adventers of Knighthood

Post by monochromatic »

[object] (look it up in the wiki).
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Pewskeepski
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Re: New Campaign: Adventers of Knighthood

Post by Pewskeepski »

For 2 whole days I've been trying to fix this bug that's making the entire campaign unplayable. But I've only managed to pin point it.

Here's the error I get...
ERROR DETAILS:
Missing closing tag for tag scenario at ~add-ons/Adventures_of_Knighthood/scenarios/08_The_Black_Knight.cfg:42 included from ~add-ons/Adventures_of_Knighthood/_main.cfg:62, value '' at ~add-ons/Adventures_of_Knighthood/maps/08_The_Black_Knight.map:26 included from ~add-ons/Adventures_of_Knighthood/scenarios/08_The_Black_Knight.cfg:46 included from ~add-ons/Adventures_of_Knighthood/_main.cfg:62
And here's scenario 8. line 42 is labeled.
Spoiler:
And here's _main. (Line 62 is labeled)
Spoiler:
I've looked, And looked, And looked some more and I just can't see whats wrong :hmm:

EDIT: Oh no! The forums are going to be down tomorrow (Perfect timing :augh: )
"Everything is better with penguins."
Creator of Burning Souls, The Fall of Wesnoth (abandoned) and Adventures of Knighthood (now available on BfW 1.15!)
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