New Campaign: Adventers of Knighthood

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Pewskeepski
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New Campaign: Adventers of Knighthood

Post by Pewskeepski » November 23rd, 2010, 5:36 pm

Hi I'm new here. I've been playing the game for a while and I recently have decided to make my own campaign (Thanks to ASC) :)

I've been working on this campaign for a while, Its my first one. And I have (Almost) 6 scenarios done, Out of 13 scenarios planned. It takes place right on top of 'Delfadors Memoirs'. When I started coming up with ideas for a new campaign, I realized that there is one man that is friends with Delfador, But not mentioned in DM. So here is the story of... Sir Kaylan!

It begins with Kaylan being a squire to a knight named Edgar. They get sent on a mission to hold off an orcish invasion at the Stronghold of Halstead. You help win the battle heroically and in return you become a knight of Wesnoth!

Here is what I have so far (Note: Its for 1.8.x. Some of the scenarios still require small tweaks)...
http://atkinslg.dyndns.org:4080/hamuplo ... hthood.zip

Any comments, Criticism (Tell me how to make it better), ideas, or support would be appreciated :D

monochromatic
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Re: New Campaign: Adventers of Knighthood

Post by monochromatic » November 24th, 2010, 3:52 am

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 » November 26th, 2010, 4:31 pm

Alright, Its on :)

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Pewskeepski
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Re: New Campaign: Adventers of Knighthood

Post by Pewskeepski » November 29th, 2010, 4:39 pm

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)

Ceres
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Re: New Campaign: Adventers of Knighthood

Post by Ceres » November 29th, 2010, 4:42 pm

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 » November 29th, 2010, 4:51 pm

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 » November 29th, 2010, 4:52 pm

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"?"

Story of a Drake Outcast | The Nonsense Era
Played HttT-Underground Channels? Thought it was rubbish? Help us develop it here!

monochromatic
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Re: New Campaign: Adventers of Knighthood

Post by monochromatic » November 29th, 2010, 9:25 pm

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 » November 30th, 2010, 7:50 pm

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.

Ceres
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Re: New Campaign: Adventers of Knighthood

Post by Ceres » November 30th, 2010, 8:02 pm

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 » November 30th, 2010, 8:05 pm

Thanks :)

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Reepurr
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Re: New Campaign: Adventers of Knighthood

Post by Reepurr » November 30th, 2010, 8:10 pm

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"?"

Story of a Drake Outcast | The Nonsense Era
Played HttT-Underground Channels? Thought it was rubbish? Help us develop it here!

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Pewskeepski
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Re: New Campaign: Adventers of Knighthood

Post by Pewskeepski » December 10th, 2010, 8:08 pm

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?

monochromatic
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Re: New Campaign: Adventers of Knighthood

Post by monochromatic » December 12th, 2010, 3:19 am

[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 » December 16th, 2010, 2:33 am

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: )

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