Hunted outlaws

Discussion and development of scenarios and campaigns for the game.

Moderators: Forum Moderators, Developers

User avatar
tamanegi
Posts: 130
Joined: August 25th, 2014, 11:38 am
Location: Japan

Re: Hunted outlaws

Post by tamanegi » May 17th, 2018, 10:41 am

OK, it maybe a simple mistake because your first scenario is correct. :)
Anyway, let's read the explanation of the EXTRA_SCENARIO_MUSIC macro.
https://www.wesnoth.org/macro-reference ... -utils.cfg

The error message is somewhat indirect; "event" is used in that macro.
(macros maybe in data/core/macros in the install directory, you can read them. ;) )
Discord: @tamanegi
It is true that we cannot be free from bugs, but at least let our bugs not always the same...
A Group in a War: my first campaign, An Independence War: and the sequel

User avatar
Lordlewis
Posts: 283
Joined: July 20th, 2016, 11:15 am
Location: All around, every where. All in one place yet I'm there.-Lordlewis

Re: Hunted outlaws

Post by Lordlewis » June 17th, 2018, 4:10 am

Just saying, I am working on the last level. I hope it doesn't seem like I've abandoned this campaign.
Gold is great!
Swat them bugs!

User avatar
The_Gnat
Posts: 1600
Joined: October 10th, 2016, 3:06 am
Contact:

Re: Hunted outlaws

Post by The_Gnat » June 30th, 2018, 3:05 am

Lordlewis wrote:
June 17th, 2018, 4:10 am
Just saying, I am working on the last level. I hope it doesn't seem like I've abandoned this campaign.
Yes it certainly takes time to make things and with a busy real life it is easy for months to pass. :) The campaign has turned out really good! It is great to have people using my era in their campaigns!

User avatar
Lordlewis
Posts: 283
Joined: July 20th, 2016, 11:15 am
Location: All around, every where. All in one place yet I'm there.-Lordlewis

Re: Hunted outlaws

Post by Lordlewis » June 30th, 2018, 8:27 am

The_Gnat wrote:
June 30th, 2018, 3:05 am
The campaign has turned out really good! It is great to have people using my era in their campaigns!
Thanks, also I may only post on this thread when's there's either an update or an issue I can't solve.
Gold is great!
Swat them bugs!

User avatar
Lordlewis
Posts: 283
Joined: July 20th, 2016, 11:15 am
Location: All around, every where. All in one place yet I'm there.-Lordlewis

Re: Hunted outlaws

Post by Lordlewis » July 24th, 2018, 4:04 am

I have released an update which updates some parts of the last scenario, adds one more dialogue scenario and adds dialogue to the first scenario with dialogue.
Gold is great!
Swat them bugs!

shumw
Posts: 1
Joined: July 27th, 2018, 12:00 am

Re: Hunted outlaws

Post by shumw » August 28th, 2018, 6:12 am

The addon doesn't use reign of the lords era correctly. To fix this add the following line between your campaign tags in main:

Code: Select all

extra_defines=LOAD_ROTL_CAMPAIGN_UNITS
You will then just need to prefix units used you want from that addon with ROL in all scenarios. (Note: Level zero units do not seem supported: you could use custom units there. Your campaign currently uses a variation of dunefolk so they need to be changed to the base unit then prefixed.)

User avatar
Lordlewis
Posts: 283
Joined: July 20th, 2016, 11:15 am
Location: All around, every where. All in one place yet I'm there.-Lordlewis

Re: Hunted outlaws

Post by Lordlewis » August 31st, 2018, 6:44 am

Okay thanks for picking that up, I'm not the best when it comes to the really technological coding. Just wondering, game play wise, is the campaign good?
Gold is great!
Swat them bugs!

User avatar
The_Gnat
Posts: 1600
Joined: October 10th, 2016, 3:06 am
Contact:

Re: Hunted outlaws

Post by The_Gnat » October 17th, 2018, 8:21 am

Lordlewis wrote:
August 31st, 2018, 6:44 am
Okay thanks for picking that up, I'm not the best when it comes to the really technological coding. Just wondering, game play wise, is the campaign good?
I think the campaign is good! :D If you were to change something probably adding more dialogue would be cool! Maybe a side character as well that he can talk to. 8)

User avatar
Lordlewis
Posts: 283
Joined: July 20th, 2016, 11:15 am
Location: All around, every where. All in one place yet I'm there.-Lordlewis

Re: Hunted outlaws

Post by Lordlewis » October 17th, 2018, 8:28 am

I'm slowly discovering how to make the dialogue seem a little more, realistic, but I can't find out how to make the choices in some of the dialogue. The side characters also would have more of a purpose if I could do multiple choice questions. I've worked on the campaign a bit but haven't exactly updated, I'm currently doing a test run to see if it's difficult enough.
Gold is great!
Swat them bugs!

User avatar
The_Gnat
Posts: 1600
Joined: October 10th, 2016, 3:06 am
Contact:

Re: Hunted outlaws

Post by The_Gnat » October 20th, 2018, 12:32 am

Lordlewis wrote:
October 17th, 2018, 8:28 am
I'm slowly discovering how to make the dialogue seem a little more, realistic, but I can't find out how to make the choices in some of the dialogue. The side characters also would have more of a purpose if I could do multiple choice questions. I've worked on the campaign a bit but haven't exactly updated, I'm currently doing a test run to see if it's difficult enough.
This is how I make choices. It is pretty simple! :D

1st write a message: (as seen below)

Code: Select all

	
	[message]
			speaker=Groder
			message=_"That is a hard choice..."
	[/message]
2nd add some options inside the message tag: (as seen below)

Code: Select all

	[message]
			speaker=Groder
			message=_"I have made up my mind... "
			
			[option]
				label= _ "The only solution now is to retreat east. Load the gold upon the convoys!"
			[/option]
			[option]
				label= _ "We must fallback to the garrison and defend it."
			[/option]
			[option]
				label= _ "We are loosing! !!! We must surrender ourselves before we die!"
			[/option]
	[/message]
3rd add a command inside each option: (as seen below)

Code: Select all

	[message]
			speaker=Groder
			message=_"I have made up my mind... "
			
			[option]
				label= _ "The only solution now is to retreat east. Load the gold upon the convoys!"
				[command]
					# if you decide this then the level ends immediately and it goes to the EAST scenario
					[message]
						side=1
						message=_"Good sire! We will head there now!"
					[/message]	
					[endlevel]
                        			result=victory
                       				next_scenario=05a_Muff_Malals_Peninsula
                        			bonus=yes
                        			{NEW_GOLD_CARRYOVER 40}
                    			[/endlevel]
                    		[/command]
                   	 [/option]
                   	 [option]
                    		label= _ "We must fall back and defend the garrison"
                    		
                    		[command]
                    			# show a new objective
                    			[objectives]
                    				side=1
							[objective]
								description= _ "Survive until turn 25"
								condition=win
							[/objective]
							[objective]
								description= _ "Loose the Garrison"
								condition=lose
							[/objective]
							[objective]
								description= _ "Die"
								condition=lose
							[/objective]
					[/objectives]		
				[/command]
			[/option]
			[option]
				label= _ "We are loosing! !!! We must surrender ourselves before we die!"
				[command]
					# if you decide this then a soldier tells you that you are being dumb and the current objective remains
					[message]
						side=1
						message=_"But Sire...! That is a terrible plan!"
					[/message]		
				[/command]
			[/option]
	[/message]
Hopefully this helps! (I haven't tested this code but it should work unless I made a silly syntax error)

User avatar
Lordlewis
Posts: 283
Joined: July 20th, 2016, 11:15 am
Location: All around, every where. All in one place yet I'm there.-Lordlewis

Re: Hunted outlaws

Post by Lordlewis » October 20th, 2018, 1:52 am

Thanks that does help a lot, also I've been updating the add-on randomly whenever I finish dialogue with a couple scenarios.
Gold is great!
Swat them bugs!

User avatar
The_Gnat
Posts: 1600
Joined: October 10th, 2016, 3:06 am
Contact:

Re: Hunted outlaws

Post by The_Gnat » October 20th, 2018, 7:38 pm

Lordlewis wrote:
October 20th, 2018, 1:52 am
Thanks that does help a lot, also I've been updating the add-on randomly whenever I finish dialogue with a couple scenarios.
Glad to help! And great updates are always good! :D

white_haired_uncle
Posts: 93
Joined: August 26th, 2018, 11:46 pm

Re: Hunted outlaws

Post by white_haired_uncle » November 1st, 2018, 8:44 pm

lua errors on several scenario beginnings, seems to be when the dialog says something like "this text needs update" - log attached.

S02: enemey -> enemy

S08: baring -> bearing

I think help is broken for Dune burner / scorcher. Burner doesn't advance, scorcher advances from burner.

Is Rharyn supposed to be a leader? He starts as level one with leadership, but there are no level zero units to lead. He loses leadership when advancing to level two.

User avatar
Lordlewis
Posts: 283
Joined: July 20th, 2016, 11:15 am
Location: All around, every where. All in one place yet I'm there.-Lordlewis

Re: Hunted outlaws

Post by Lordlewis » November 1st, 2018, 8:47 pm

I'm still figuring things out here, I'm a novice with little time. I'm not sure why he doesn't get leadership when he advances and I don't know the full cause of the lua errors but it hasn't affected my game in any way.
Gold is great!
Swat them bugs!

Post Reply