CampGen release

Discussion and development of scenarios and campaigns for the game.

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Mille
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Post by Mille »

allefant wrote:About the option, you very much have to know how to use it right now. Basically, this is how it works: http://www.wesnoth.org/wiki/InterfaceActionsWML

It has to be a sub-tag of a message, and then you would put multiple command subtags below it, which in turn can have any other actions again. Each line of the option will cause the stuff under the corresponding command to be executed.

About the manual - writing a manual is a lot of work. A complete manual might be as big as the WML guide. I did start one at the wiki though, just not very far at all yet: http://www.wesnoth.org/wiki/CampGen/Tutorial and http://www.wesnoth.org/wiki/CampGen/Reference
I know its much work. But at least event handling should be explained somehow i think. Its difficult to understand i thing. Everything else is mostly selfexplaining.
greywolfexcel
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Post by greywolfexcel »

allefant, I'd be willing to help write a tutorial/guide for CampGen once I get the hang of things. I've added a bit to making choices after experimenting with it on your tutorial wiki page: http://www.wesnoth.org/wiki/CampGen/Tutorial

I'd really like to see this project succeed and have good documentation so that everyone that wants to make a campaign and doesn't want to have to deal with WML code will have an alternative option, and to further that end I'd be willing to help (as long as I know how everything works...).
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allefant
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Post by allefant »

Sure, that's the nice thing about a wiki. And I just see from your screenshot, I had forgotten myself how options work, apparently you put as many option tags as there are options :)
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allefant
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Post by allefant »

Version 0.18 is out: http://www.wesnoth.org/wiki/CampGen

Changelog: http://www.wesnoth.org/wiki/CampGen/OldVersions

It's mostly some small bug fixes, the most visible change will be the event editor with the changes as suggested in this thread. Awaiting feature requests and bug reports to be incorporated into 0.19 now :) Once Wesnoth 1.2 is out, I'll release a version 1.0 and try to stay compatible with the 1.2 WML from then on.
greywolfexcel
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Post by greywolfexcel »

All the stuff we've been making with older versions of CampGen is still compatible, right?
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allefant
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Post by allefant »

Yes. Maybe I should remove the version check on loading.. I don't think compatibility was ever broken. But then, I'm not sure, some WML 1.0 features might not be supported anymore [Edit: 0.18 is 100% compatible with 0.17, but what I just meant is e.g. 0.5 might have supported some WML 1.0 construct which 0.18 does not]
Ryorin
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Post by Ryorin »

This program is sexy... very sexy...
Fear me! For I am higher level than you!
greywolfexcel
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Post by greywolfexcel »

Is there any way to store units and gold in variables that will transfer from a particular scenario to another? Say, for example, my hero, Derek, just defeats a band of undead from attacking his remote outpost, and I want one of his old advisers, Barlon, to relate to him a story of when he fought undead - an interlude, if you will. The second scenario will have a different starting gold than the previous one (if the cumulative gold bonus cannot be avoided, then that's fine), as well as a different hero, and the player won't be able to recall units from the previous battle.

The real question of mine is if I can store the info from one scenario ( like gold aquired, units, the hero, and maybe even other variables affected by choices the player has made), not use that info in the second scenario, and then use it again in the third scenario.
fmunoz
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Post by fmunoz »

I dont think that can be done easily with Campgen...
but go to the HttT campaign and look at the Isle fo the Dammed scenario (most units get removed from your recall and get a different starting gold but get them in the next one)
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allefant
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Post by allefant »

I think it could be added. I don't know myself how you can do it in WML, so I'd have to investigate first before adding to CampGen. The units probably could work with the existing store_unit/unstore_unit dialogs. And for gold there probably exist similiar WML commands.

You could file a feature request, so when I next time feel like working on CampGen, I'll remember to look at it :)
littlebeast
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Post by littlebeast »

Can you please finish the unit editor? I figured out how to do it, but it's annoying having to go into the WML inspector to change the main image.
What would be REALLY nice is if you put in a thing to make female versions of the units. It's quite hard to do so at the moment. *puppy dog eyes*

Edit: I forgot before what I came to say, lol.
Anyway, what I want to know is, how do you mess with the AI?
In my scenario, the computer player won't recruit any units. It makes the scenario too easy.
It was recruiting them before, then I changed the unit... but to something with the exact same stats. I don't get it...
I see the little boxes with the codes, but I don't know what the codes mean.
Hiatus, epitome, colonel, sadist, Tucson, behemoth, quixote...
Okay, how many of those did you pronounce wrong?

My (very incomplete) campaign.
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allefant
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Post by allefant »

littlebeast wrote:Can you please finish the unit editor? I figured out how to do it, but it's annoying having to go into the WML inspector to change the main image.
What would be REALLY nice is if you put in a thing to make female versions of the units. It's quite hard to do so at the moment. *puppy dog eyes*
Heh, sure. Actually, if you make two feature requests here https://savannah.nongnu.org/bugs/?func= ... up=campgen I'm much more likely to get back to it the next time I work on it, since it's the place I'd look at for things to fix :)
Edit: I forgot before what I came to say, lol.
Anyway, what I want to know is, how do you mess with the AI?
In my scenario, the computer player won't recruit any units. It makes the scenario too easy.
It was recruiting them before, then I changed the unit... but to something with the exact same stats. I don't get it...
I see the little boxes with the codes, but I don't know what the codes mean.
Most likely the AI has no units it likes to use. I'm not really sure how it works, but I noticed the same. If you give it units it doesn't like, it won't recruit. The AI grid is only there if you want the AI to behave differently depending on difficulty/turn number. The code is the row and column to use, e.g. "e1" for easy, turn 1. Normally, you would leave everything at e1, so all difficulties and turns have the same AI.

To change the AI for some code, right click and select "Edit". There you can fill in a "recruitment pattern", it has something to do with how the AI recruits as well, but I don't know details.
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allefant
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Post by allefant »

I just released version 0.19. Get it from here: http://www.wesnoth.org/wiki/CampGen

Changes to 0.18 can be seen here: http://www.wesnoth.org/wiki/CampGen/OldVersions

There is not much changes, just some small bug fixes.
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TheChosenOne
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Post by TheChosenOne »

allefant wrote:After more than two months of development time, here's a new release of CampGen (actually, I only worked on it a bit in the last days :) ):

As always it's here:
http://www.wesnoth.org/wiki/CampGen

Changes from previous version:
http://www.wesnoth.org/wiki/CampGen/OldVersions

Screenshot:
Image
how do you get this map event? I know where the map event is but it is blank and when I tried to make a map it is only number 9 everywhere. Can someone tell me?
Numbers do not win a battle
---Konrad III
(A loyal member of the pro-loyalists)

Would you like to translate the Battle of Wesnoth into Indonesian? Then come and join us at http://www.wesnoth.org/wiki/IndonesianTranslation
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TheChosenOne
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Post by TheChosenOne »

Mille wrote:
allefant wrote:About the option, you very much have to know how to use it right now. Basically, this is how it works: http://www.wesnoth.org/wiki/InterfaceActionsWML

It has to be a sub-tag of a message, and then you would put multiple command subtags below it, which in turn can have any other actions again. Each line of the option will cause the stuff under the corresponding command to be executed.

About the manual - writing a manual is a lot of work. A complete manual might be as big as the WML guide. I did start one at the wiki though, just not very far at all yet: http://www.wesnoth.org/wiki/CampGen/Tutorial and http://www.wesnoth.org/wiki/CampGen/Reference
I know its much work. But at least event handling should be explained somehow i think. Its difficult to understand i thing. Everything else is mostly selfexplaining.
When clicking the 'edit map' button, nothing happens. What am I supposed to do? Someone please help me.
Numbers do not win a battle
---Konrad III
(A loyal member of the pro-loyalists)

Would you like to translate the Battle of Wesnoth into Indonesian? Then come and join us at http://www.wesnoth.org/wiki/IndonesianTranslation
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