new campaign: Green Isle

Discussion and development of scenarios and campaigns for the game.

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bignall
Posts: 82
Joined: April 20th, 2006, 12:25 pm

Post by bignall »

joshudson wrote:If I recall, he's using my Wood Mage line, which doesn't get heals until Life Mage. (I think he tinkered with the levels).
Well, he may have changed it a bit then, because the Green Mage does have heals +4. So, since the unit was next to both a Green Mage (heals +4) and a Druid (heals +4), then it should have gotten healed +8 . Right?
gabe
Posts: 180
Joined: December 15th, 2006, 1:15 am
Location: an island in the pacific

Post by gabe »

all the units starting at First_Contact are new
the rac is Fae ( a half human / half elf mix)
the only get 1 trait which if you noticed are also diferent
the wood mage line is based on the one from the Wose story
but it is basically just the art and concept ideas
the Heals + 4 for the druid is correct (note also that shaman can't get the encantress line of advancement)
aditionally heals +4/ heals +8/ cures are 3 different abilities ie. healing and curing are seperate abilities
actually a lot of the abilities are custom for the Fae not all are fully tested and balanced but that will happen as more play testing happens
as for the leader I designed him to advance RotL style
will incorporate some level increases as well at some point but focusing on scenario design for now
fixed the Final_Battle bug were the unit keep respawning also the shroud vanishes like intended (reposted campaign)
working on doing a thourgh playtest upto level 5 have a bunch of wml for level 5 but haven't made the map because I am lazy but it will becoming soon
just fixed the shroud/unit bug in Final_Battle and i am just now playig thru that scenario so other changes will be in a day or so probally sun/mon hopefully that post will have scenario 5 as well
gabe
Posts: 180
Joined: December 15th, 2006, 1:15 am
Location: an island in the pacific

Post by gabe »

had to ride the bus yesterday after I posted and thought of new levels and stuff
worked on The_Final_Battle shroud and recruiting issues much of last nite
resuming playtesting today
so decided to change to v.36 and repost
only changes are some variable controls and if statements in The_Final_Battle
but the changelog has the ideas for new stuff in it so if you're interested in where this is going check it out
probally wont do any of the new stuff till done playtesting thru level 5
but figured people might like to know my plans
gabe
Posts: 180
Joined: December 15th, 2006, 1:15 am
Location: an island in the pacific

Post by gabe »

reposted campaign
tested and working thru scenario 4
the 5th one is still being worked on
gabe
Posts: 180
Joined: December 15th, 2006, 1:15 am
Location: an island in the pacific

Post by gabe »

i have a variable related question
when i load from save a variable option for recruiting doesn't work
yet when i change the cfg file to start at the scenario right before it does
why is this
i would like to know as i dont want to have to play throu upto a certain point every time I make wml changes related to variables
is there a way around this?
gabe
Posts: 180
Joined: December 15th, 2006, 1:15 am
Location: an island in the pacific

Post by gabe »

again
i have a while loop that allows the user to select his recruits for the next few
scenarios then the new scenario starts using this code

#define ENFORCERS
[if]
[variable]
name=have_enforcer
equals=1
[/variable]
[then]
[allow_recruit]
side=1
type=Enforcer_GI
[/allow_recruit]
[message]
speaker=narrator
message=_"got enforcers"
[/message]
[/then]
[else]
[message]
speaker=narrator
message= _ "no enforcers"
[/message]
[/else]
[/if]
#enddef

#define RECRUITING
[event]
name=start
{APPRENTICES}
{ARCHERS}
{ENFORCERS}
{HUNTERS}
{SHAMANS}
{FIGHTERS}
[/event]
#enddef

with the non-enforcer ones being structured the same way
when I change the main cfg file to have the first scenario to be the one with the while loop the code works (scenario 4b into scenario 5)
when i start play from the normal begining or from the 3rd sceanrio the code does not work
strangely it does tell correctly whether the option was selected or not but ignores the control and allows recruit of all except enforcers as the vaiable has no chance to be turned on and apprentices which appears only if selected
the units it all ways allows are the ones that the leader can recruit in scenario 3
is this the problem?
i am going to try move the recruit function and variable instantiations to the 3rd scenario and playtest that way

but the point is way does this happen in the first place
that is my question
any thoughts
or better
answers
...
gabe
Posts: 180
Joined: December 15th, 2006, 1:15 am
Location: an island in the pacific

Post by gabe »

in answer to myself
it was happening due to the use of the allow_recruit tag
and his previously allowed recruits
i think
as now i changed the recruiting to be all variable based
the macro that does this has one part to set up recruiting and then another to disallow all recruit types
as the variables persist the recruiting for the next scenario is unaffected

also finished the 5th scenario
is a fast paced scenario and should be hardish even on easy
might need some more balancing but the wml is functioning properly
will playtest myself some more
feedback is welcome

will start work on 6-10 tomorrow
have maps for most of them and the gameflow for all of them
so just need to do the wml

hopefully will have 6 ready next time i get online

uploaded what i have finished all ready
as previously stated
all the ideas for the scenarios thru 10 are in the change log so if curious check it out

that said the change log is getting to be longer than any scenario
but when coding never forget to document your work the hassle of documenting is far less than the hassle of being confused to what is going on and tring to blindly error check
bignall
Posts: 82
Joined: April 20th, 2006, 12:25 pm

Post by bignall »

Playing again on easy. When I get to The Council, it seems that Kihapi (sp?) gets lost. There's no dialogue for him and definitely missing dialogue. Then in Night Raid he's also gone. Also, I can not recall any of my units from The First Contact. Then, after playing for a turn, the goal shifts to survive until Dawn. When Dawn finally comes, it just goes back to Dusk with no clue what to do next.

Hope you can fix these bugs.
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Mist
Inactive Developer
Posts: 753
Joined: February 15th, 2007, 8:44 am
Location: Milton Keynes, UK

Post by Mist »

There are three recall list related bugs in 1.3.1 all of which are now fixed in trunk version. It may be less a campaign specific problem and more like one of them, try to complie latest wesnoth sources, sholud help.
Somewhere, between the sacred silence and sleep.
Disorder.
bignall
Posts: 82
Joined: April 20th, 2006, 12:25 pm

Post by bignall »

Sorry I didn't specify. I'm using Wesnoth 1.2.3. Do the bugs affect campaigns on that version as well?
lu_zero
Posts: 196
Joined: April 16th, 2005, 10:25 am

Post by lu_zero »

played till night raid:

- I get all the previous recruits including the elfs from the previous scenarios
- The leader is Kamehameha (the elf)
- once I win this one I got again with this scenario but w/out any unit around

played using live svn of yesterday...
gabe
Posts: 180
Joined: December 15th, 2006, 1:15 am
Location: an island in the pacific

Post by gabe »

Fixed the recall bug so just reposted to server

played thru to Night_Raid as of now
will keep playing
if things go as I planned then will repost after I look at some stuff in that scenario and make sure stuff works and finish up scenario 6 Into_The_Mountains
gabe
Posts: 180
Joined: December 15th, 2006, 1:15 am
Location: an island in the pacific

Post by gabe »

the server wont let me upload
does the "remote host disconnected" thing
so the update will take a day or so extra

the random shift in time was fixed so that is smoother

in Night Raid after the undead appear the game changes scenarios
this is done as the orcs [ai] tag needed to be extremely defensive and conservative for this part and more aggressive for parts A & C
the point I am getting at s that village control is lost when the scenario shifts
could switch to svn and easily fix the problem with the [store_village] tag
but hesitant to switch still
anyone have other ideas for how to due this in a fairly simple straightforward manner

the gold will also have to be done but that will not be as hard with v1.2.3

finished up the 6th scenario
haven't played it but it is very straitforward kill'em all kine so should be fine
will start the next scenario "Refugees" tonite/tomorrow
has more needs as some of the stuff is variable dependent on what happened in Night Raid
mainly relates to whether or not undead have been seen and who is still alive from team invaders
Darn Penguin
Posts: 211
Joined: March 18th, 2007, 9:53 pm
Location: Location, Location!

Re: weird stuff in file

Post by Darn Penguin »

gabe wrote:i have a mac
i have been using text edit
after creating the file i save and change the extension to .cfg
the mac says it is a .cfg
also it never shows that markup
when i accidentally opened a .cfg 1 time with my html editor
it showed me crazy markup
i figured it was due to being html editor
any suggestions on what to use to edit .cfg files?
what you need to do in textedit before you save is press apple-shift-T, which will convert it to plain text. You can then save as usual, adding the .cfg to the end of the file name.
Out with the old, in with the new.
Hi folks! Remember me? Please say no.
gabe
Posts: 180
Joined: December 15th, 2006, 1:15 am
Location: an island in the pacific

Post by gabe »

wsultzbach wrote:I use Smultron, it works a lot better then TextEdit for me.
smultron rules
thanks for the link
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