Hunted outlaws

Discussion and development of scenarios and campaigns for the game.

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tamanegi
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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. ;) )
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Lordlewis
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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.
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The_Gnat
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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!

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Lordlewis
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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.
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Lordlewis
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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.
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shumw
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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.)

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Lordlewis
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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?
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The_Gnat
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Re: Hunted outlaws

Post by The_Gnat » 19 minutes ago

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)

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Lordlewis
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Re: Hunted outlaws

Post by Lordlewis » 12 minutes ago

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.
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