Undead Campaign: Despair and Decay
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- Posts: 79
- Joined: September 24th, 2005, 10:46 am
- Location: Spain
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hi
first to the dam code, i had to touch it once more, i brought it to it's perfection
one reason to work with 4 variables was to make sure that the dam open/close event fires only if someone stepped on the dam house and is able to hold it until his next turn. but it seems that i haven't thought it to the end. because there was a big problem in the code.
if a side step on the dam house but is unable to hold it to their next turn then the dam won't work anymore. thanx to the variable check/set. i've added 'or' to the check to make sure that the event will work properly under all circumstances. should i call me now 'WML Clown'?
i was afraid that you won't like the characters, nice to see that i was wrong. what's about the trap? i had a good laugh and still find it funny. btw such events are the fun part of creating scenarios.
mmm your 'out of time' event idea could make use of some code from my one
i thought about, how to realize such a thing. what unit type is our master? if we make this event really long then it would be a good motivation for the player to don't let this happen again... or if we overdo it, they won't play the campaign again.
hehe i saw in the scenario.cfg that the white mage is/was female. it's too long ago that i've played this campaign to remember such a thing
you can remove 2 things from your todo list, i did it already (see the change.log below) since i wasn't in the mood to include more bugs i've decide to don't touch bigger events and i wasn't sure what you have in mind, so i left it on the list as well.
do you have the scenario 'haunted houses' already? at least the map file?
about the thieves in elsenfar, what do mean with 'desert'? they left the map? or join us? or just change the side, lets say to 4, which doesn't fight with nor against us? because if we have to block a unit then it would look stupid if some other units just left the map.
okay here are some of my thoughts:
- since nobody recall a stupid wc, i would remove them from the recall list, otherwise you will get a list longer than the windows bug list... i did it already but dunno what you think about it.
- what about a special bonus in some scenarios, if our leader kills the enemy leader then he will be our very own servant, let's say a soulless (loyal) which gets recalled on the next scenario. but this shouldn't work with every leader. 'smith' is worthless. and our master want also some. and it would be bad to have in later scenarios up to 10 units recalled. but
one or two would be nice. ... damn just in this moment popped something in my mind. in scenarios with more than one leader, we can bring the first killed back, you know how
an example: if we kill ligh first then he will be our servant from the moment we bring him back. dunno if this happens just by killing him or if we have to do some more...
- why not using 2 of the temples on the isle the same way then in the original scenario?
if a human step on it, then depending on the difficulty setting appaers up to 3 undead units which fight for us. but to don't make it easier for us, the ai will gain gold for it, lets say 15-20 for every unit. since i use there already variables which check if the leader are alive we can split the money for every leader a bit. if only one is alive while this event
fires he will gain all the money. (lousy english but i hope you'll understand it anyway)
i think there was more, but can't remember it yet. i get the most ideas while my work, which isn't computer related and i don't need my brain for that...
note: dunno what's going on, but every tar.gz archive i make today under windoze is corrupted... hope the under linux created one works. if not use the zip.
first to the dam code, i had to touch it once more, i brought it to it's perfection

one reason to work with 4 variables was to make sure that the dam open/close event fires only if someone stepped on the dam house and is able to hold it until his next turn. but it seems that i haven't thought it to the end. because there was a big problem in the code.
if a side step on the dam house but is unable to hold it to their next turn then the dam won't work anymore. thanx to the variable check/set. i've added 'or' to the check to make sure that the event will work properly under all circumstances. should i call me now 'WML Clown'?
i was afraid that you won't like the characters, nice to see that i was wrong. what's about the trap? i had a good laugh and still find it funny. btw such events are the fun part of creating scenarios.
mmm your 'out of time' event idea could make use of some code from my one

hehe i saw in the scenario.cfg that the white mage is/was female. it's too long ago that i've played this campaign to remember such a thing

you can remove 2 things from your todo list, i did it already (see the change.log below) since i wasn't in the mood to include more bugs i've decide to don't touch bigger events and i wasn't sure what you have in mind, so i left it on the list as well.
do you have the scenario 'haunted houses' already? at least the map file?
about the thieves in elsenfar, what do mean with 'desert'? they left the map? or join us? or just change the side, lets say to 4, which doesn't fight with nor against us? because if we have to block a unit then it would look stupid if some other units just left the map.
okay here are some of my thoughts:
- since nobody recall a stupid wc, i would remove them from the recall list, otherwise you will get a list longer than the windows bug list... i did it already but dunno what you think about it.
- what about a special bonus in some scenarios, if our leader kills the enemy leader then he will be our very own servant, let's say a soulless (loyal) which gets recalled on the next scenario. but this shouldn't work with every leader. 'smith' is worthless. and our master want also some. and it would be bad to have in later scenarios up to 10 units recalled. but
one or two would be nice. ... damn just in this moment popped something in my mind. in scenarios with more than one leader, we can bring the first killed back, you know how

an example: if we kill ligh first then he will be our servant from the moment we bring him back. dunno if this happens just by killing him or if we have to do some more...
- why not using 2 of the temples on the isle the same way then in the original scenario?
if a human step on it, then depending on the difficulty setting appaers up to 3 undead units which fight for us. but to don't make it easier for us, the ai will gain gold for it, lets say 15-20 for every unit. since i use there already variables which check if the leader are alive we can split the money for every leader a bit. if only one is alive while this event
fires he will gain all the money. (lousy english but i hope you'll understand it anyway)
i think there was more, but can't remember it yet. i get the most ideas while my work, which isn't computer related and i don't need my brain for that...
note: dunno what's going on, but every tar.gz archive i make today under windoze is corrupted... hope the under linux created one works. if not use the zip.
- Attachments
-
DaDv0.1e.zip
- same as the tar.gz version...
- (68.37 KiB) Downloaded 195 times
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DaDv0.1e.tar.gz
- change.log
- the dam house code is now final, really ;)
- added code to remove WCs from the recall list, coz nobody will recall them (imho)
- changed kiki to ache, even if i like kiki more (i should play zelda to understand this)
- removed ghost/ghouls - (58.09 KiB) Downloaded 191 times
- Ken_Oh
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- Joined: February 6th, 2006, 4:03 am
- Location: Baltimore, Maryland, USA
OK, I made a bunch of changes today as well (some of which you made too) so I'll just combine the new stuff with what I've got.
Good call with deleting WCs from recall. That was getting annoying.
About using the temples: I'm opposed to any large surprises within the scenarios. I think the WCs falling into the well is funny, but I don't want to give players any reason to reload and do things differently, unless it's doing the whole scenario over because of errors in strategy. I really hated when you think you're doing alright in a scenario and then 'suprise' a bunch of things have changed and you don't have the correct units to deal with it. It just makes you want to play it over knowing where the surprise is.
I'd rather have different things put in to make the scenarios more interesting. For example, I mentioned that scout trying to leave Elensefar We can talk more about this, but this is one of my goals in the whole campaign to make it different from other campaigns.
I really like the leader becomes Soulless idea. It's a really good one.
Not sure what the Master will be. Some powerful Lich. I doubt we need to make him level 4 or anything, but something like Demilich might be nice, if those are any more powerful than Lich.
I'll combine our two versions and then show you what I have for Haunted Houses. Should be uploaded tonight or tomorrow morning (afternoon for you).
Good call with deleting WCs from recall. That was getting annoying.
About using the temples: I'm opposed to any large surprises within the scenarios. I think the WCs falling into the well is funny, but I don't want to give players any reason to reload and do things differently, unless it's doing the whole scenario over because of errors in strategy. I really hated when you think you're doing alright in a scenario and then 'suprise' a bunch of things have changed and you don't have the correct units to deal with it. It just makes you want to play it over knowing where the surprise is.
I'd rather have different things put in to make the scenarios more interesting. For example, I mentioned that scout trying to leave Elensefar We can talk more about this, but this is one of my goals in the whole campaign to make it different from other campaigns.
I really like the leader becomes Soulless idea. It's a really good one.
Not sure what the Master will be. Some powerful Lich. I doubt we need to make him level 4 or anything, but something like Demilich might be nice, if those are any more powerful than Lich.
I'll combine our two versions and then show you what I have for Haunted Houses. Should be uploaded tonight or tomorrow morning (afternoon for you).
- Ken_Oh
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- Joined: February 6th, 2006, 4:03 am
- Location: Baltimore, Maryland, USA
Here it is. I've got everything joined together and a rough sketch of the 4th scenario. Also, I've cleaned up the formatting everywhere, which started to get sloppy.
I had to make M+M a lot easier now that you can't use Ghosts. I'm not 100% happy with the outcome, but I think it'll make more sense to just add those 2 units.
I had to make M+M a lot easier now that you can't use Ghosts. I'm not 100% happy with the outcome, but I think it'll make more sense to just add those 2 units.
- Attachments
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DaDv0.2.0.zip
- (83.04 KiB) Downloaded 190 times
- Ken_Oh
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- Joined: February 6th, 2006, 4:03 am
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Alright, flava clown, did you upload that first version of the campaign to the campaign server? If not, then I have no idea who did (wasn't happy that such a poor version of the campaign got up there).
I need the passphrase to do any updates. I'm either going to have a get it from the person who put it up or get whatever administrator to get it for me.
I need the passphrase to do any updates. I'm either going to have a get it from the person who put it up or get whatever administrator to get it for me.
- Ken_Oh
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- Posts: 2178
- Joined: February 6th, 2006, 4:03 am
- Location: Baltimore, Maryland, USA
I moved the timeover death to its own file, because I want Haunted Houses to last all 50 rounds if you don't beat everyone.
I still need to make all of the north cave area underground in HH, but I like how this is looking. Still haven't put in any dialogue or events, but how I work is get the general idea of the strategy and then go on to fill in the details.
It's kind of hard, so I suggest taking out the south-east humans first with Ghosts, then move west to those humans, but stay on the hills as much as you can until that leader makes himself open for attack from Wraiths. Then Elves, then those outside dwarves. On good attack from a Wraith at night should kill the Dwarven Berserker leader, but then don't stick around the hills or you'll get beat up bad. From there, I haven't been able to push into the caves, but that should get easier if we've got all of that {UNDERGROUND].
Now, the big question is will this give 35 gold for every leader you beat, plus 300 for next level? I haven't tested it yet so we'll have to get back to it later.
Also, I need to write script to make the cave entrances just cave tiles when it's dark (doesn't need to be dusk at the mouth of the cave when it's night outside).
EDIT: Hmmm, looks like a lot of it is broken. Time to clean up.
I still need to make all of the north cave area underground in HH, but I like how this is looking. Still haven't put in any dialogue or events, but how I work is get the general idea of the strategy and then go on to fill in the details.
It's kind of hard, so I suggest taking out the south-east humans first with Ghosts, then move west to those humans, but stay on the hills as much as you can until that leader makes himself open for attack from Wraiths. Then Elves, then those outside dwarves. On good attack from a Wraith at night should kill the Dwarven Berserker leader, but then don't stick around the hills or you'll get beat up bad. From there, I haven't been able to push into the caves, but that should get easier if we've got all of that {UNDERGROUND].
Now, the big question is will this give 35 gold for every leader you beat, plus 300 for next level? I haven't tested it yet so we'll have to get back to it later.
Code: Select all
{VARIABLE_OP leaders_slain multiply 35}
{VARIABLE_OP leaders_slain add 300}
[gold]
side=1
amount=$leaders_slain
[/gold]
EDIT: Hmmm, looks like a lot of it is broken. Time to clean up.
- Attachments
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DaDv0.2.1.zip
- (84.04 KiB) Downloaded 178 times
- Ken_Oh
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- Joined: February 6th, 2006, 4:03 am
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Alright....meh, I've tweaked Haunted_Houses.cfg some and I've got it to work...almost. Here it is.
It'll give the right message if you rush the Berserker just north (with ghosts) and kill him within 5 turns. That's about all I can do for today.
It'll give the right message if you rush the Berserker just north (with ghosts) and kill him within 5 turns. That's about all I can do for today.
- Attachments
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4_Haunted_Houses.cfg
- (5.06 KiB) Downloaded 200 times
- Ken_Oh
- Moderator Emeritus
- Posts: 2178
- Joined: February 6th, 2006, 4:03 am
- Location: Baltimore, Maryland, USA
It seems that none of my macros are working. This is really puzzling me.
Also, it seems that I can't use
Frustrating. 
Also, it seems that I can't use
Code: Select all
[filter]
description=name,name,name,name
[/filter]
but can only use
[filter]
description=name
[/filter]

This is correct. There is an example in the WML reference as to how you can get around this limitation with boolean tags. On the other hand, I have almost completely lost track of the new WML features Xan has coded. You might send him a PM and see if this is either implemented already or can be.Ken Oh wrote:It seems that none of my macros are working. This is really puzzling me.
Also, it seems that I can't useFrustrating.Code: Select all
[filter] description=name,name,name,name [/filter] but can only use [filter] description=name [/filter]
Hope springs eternal.
Wesnoth acronym guide.
Wesnoth acronym guide.
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- Posts: 79
- Joined: September 24th, 2005, 10:46 am
- Location: Spain
- Contact:
-
- Posts: 79
- Joined: September 24th, 2005, 10:46 am
- Location: Spain
- Contact:
hey hoh, Ken Oh
before i paste my pre-formated forum entry, i have to say that i made it. yes, i found a solution for the leader_slain counter.
see the attached file 
--------
hi
first of all. i have NOT uploaded anything to the campaign server!
1. i wouldn't do such a thing without your permission.
2. i wouldn't upload an outdated version or at least i would upload any updates then.
3. i can NOT upload to the campaign server, coz (as far as i know) i need wesnoth installed on the computer with the internet connection. my computer got wesnoth installed but NO internet connection, while the computer which i usally use to go online do NOT have wesnoth installed.
(cyber cafe or library)
4. i thought that it was you, since it is your campaign, but i had also some doubts, coz it was all the time the same "old" version, none of your updates here in the thread made it to the server...
now that this is clear to your "answers":
i dunno if i understood it right what you wrote about the temples, but it seems that you don't like the idea, maybe because you missunderstood what i meant or you just don't like it, anyway i had the whole time a second idea, which won't affect the game play at all, just a (more or less) funny event. i don't want to say too much about it yet.
to make it different from other campaigns is a good idea, but that means not that you (we?) have to invent wesnoth campaigns new. btw. i said nothing against the guy who try to leave elsenfar, i was already looking where he can come out (a trapdoor in the woods, north-west maybe).
nice that you like the idea with the leaders, i would say, this happens only if "????" got the final blow and that we don't need an extra "arise" event. ligh will be the first chance. okay? or would you prefer that we have to bring him back? would you like, that we can do this already in haunted houses? imho after the training is better.
i saw in the unit description that there is an "old lich" who is level 4. would be a good master, imho.
my idea about this event is, that the master appaers on a free hex around "????", say something (what the narrator says in the actual event), then the flash and sound, then a message from the narrator what happend, together with an image from a grave or something. maybe, i will try it, this weekend.
--------------------------
now to the other post from you, i don't want quote, i hope you'll understand it this way as well.
the changes on m+m are good, before i've played it always without the dam house, as it was easier to go to the castle directly. nice that the trap is still there, even if it's now more difficult to step in and to have there a fitting unit to step in....
okay if i talk already about m+m here are some thoughts:
- defeated if ache die?
- a note that ache stay and fight for/with us? she should say something like that.
- recall ache in the following scenarios? she should be some kind of an advisor or at least our sidekick.
- she should be "extra". maybe one attack more (5-4 instead of 5-3) or the "strong" trait or "plaque".
the way you work is okay and without any events there is room for me to try things out
and i agree, the amount of gold and the like, is what i call "fine tuning". lets put in all of your ideas and maybe one from me (if i get one) and then comes the balancing. i hope there will be some feedback, which could help with that.
to the cave entrances, if you don't want to bother to do it yourself, then i would like to make me new headaches...
damn, seems i am through your posts... btw it's all written offline on my comp...
too bad that i haven't seen your post already on thursday, then i would have something
oh add/change this to the elensefar.cfg
this makes sure that the screen is really black, looks way better 
i am glad that some of my changes made it in the "official" version. i was surprised that my "filler story" for elensefar is still there. i just wrote it as i was tired to see "blah, blah" all the time. oh and the version number in the description should be changed to the actual number. (it's 0.1e but should be 0.2.1)
btw... i like now the name ache more than kiki, sometimes an idea need a bit time before i like it.
oops i almost forgot, i would remove the .pbl from the .zip file, coz it contains the passphrase and is not necessary, i've included it always, because it was in your package too and i had no idea what it's for. the thumbs.db should be removed as well (turn "show hidden files" on). i thought that you are a mac user, but it seems like windoze...
before i paste my pre-formated forum entry, i have to say that i made it. yes, i found a solution for the leader_slain counter.
Code: Select all
# since only leader can recruit, we can use this as filter for the event
# the second filter make sure that our leader-death doesn't count
[event]
name=die
first_time_only=no
[filter]
canrecruit=1
[/filter]
[filter_second]
side=1
[/filter_second]
.
.
.

--------
hi
first of all. i have NOT uploaded anything to the campaign server!
1. i wouldn't do such a thing without your permission.
2. i wouldn't upload an outdated version or at least i would upload any updates then.
3. i can NOT upload to the campaign server, coz (as far as i know) i need wesnoth installed on the computer with the internet connection. my computer got wesnoth installed but NO internet connection, while the computer which i usally use to go online do NOT have wesnoth installed.
(cyber cafe or library)
4. i thought that it was you, since it is your campaign, but i had also some doubts, coz it was all the time the same "old" version, none of your updates here in the thread made it to the server...
now that this is clear to your "answers":
i dunno if i understood it right what you wrote about the temples, but it seems that you don't like the idea, maybe because you missunderstood what i meant or you just don't like it, anyway i had the whole time a second idea, which won't affect the game play at all, just a (more or less) funny event. i don't want to say too much about it yet.
to make it different from other campaigns is a good idea, but that means not that you (we?) have to invent wesnoth campaigns new. btw. i said nothing against the guy who try to leave elsenfar, i was already looking where he can come out (a trapdoor in the woods, north-west maybe).
nice that you like the idea with the leaders, i would say, this happens only if "????" got the final blow and that we don't need an extra "arise" event. ligh will be the first chance. okay? or would you prefer that we have to bring him back? would you like, that we can do this already in haunted houses? imho after the training is better.
i saw in the unit description that there is an "old lich" who is level 4. would be a good master, imho.
my idea about this event is, that the master appaers on a free hex around "????", say something (what the narrator says in the actual event), then the flash and sound, then a message from the narrator what happend, together with an image from a grave or something. maybe, i will try it, this weekend.
--------------------------
now to the other post from you, i don't want quote, i hope you'll understand it this way as well.
the changes on m+m are good, before i've played it always without the dam house, as it was easier to go to the castle directly. nice that the trap is still there, even if it's now more difficult to step in and to have there a fitting unit to step in....
okay if i talk already about m+m here are some thoughts:
- defeated if ache die?
- a note that ache stay and fight for/with us? she should say something like that.
- recall ache in the following scenarios? she should be some kind of an advisor or at least our sidekick.
- she should be "extra". maybe one attack more (5-4 instead of 5-3) or the "strong" trait or "plaque".
the way you work is okay and without any events there is room for me to try things out

to the cave entrances, if you don't want to bother to do it yourself, then i would like to make me new headaches...
damn, seems i am through your posts... btw it's all written offline on my comp...
too bad that i haven't seen your post already on thursday, then i would have something

oh add/change this to the elensefar.cfg
Code: Select all
[event]
name=enemies defeated
{FADE_TO_BLACK}
[store_unit]
[filter]
side=1,2,3
[/filter]
kill=yes
[/store_unit]
[redraw]
[/redraw]
[message]
speaker=narrator
message= _ "You've finished the first six (still in progress) scenarios. More will follow. Please take the time to give some feedback in the Wesnoth forum."
[/message]
[endlevel]
result=victory
[/endlevel]
[/event]

i am glad that some of my changes made it in the "official" version. i was surprised that my "filler story" for elensefar is still there. i just wrote it as i was tired to see "blah, blah" all the time. oh and the version number in the description should be changed to the actual number. (it's 0.1e but should be 0.2.1)
btw... i like now the name ache more than kiki, sometimes an idea need a bit time before i like it.
oops i almost forgot, i would remove the .pbl from the .zip file, coz it contains the passphrase and is not necessary, i've included it always, because it was in your package too and i had no idea what it's for. the thumbs.db should be removed as well (turn "show hidden files" on). i thought that you are a mac user, but it seems like windoze...
- Attachments
-
4_Haunted_Houses.cfg
- (5.3 KiB) Downloaded 191 times
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- Posts: 1114
- Joined: December 9th, 2005, 2:38 am
I dunno if you've already gone over this, but to make you hurt yourself when you attack, you could say:
And in the middle, you have the 'deal damage' thing from the Heist, 'the Siege: Part I' to make Edina and Randalf take 20 damage whenever they get hit by the stane of Kaharandi.
Code: Select all
[event]
name=attack
first_time_only=no
[filter]
(filter stuff)
[/filter]
[/event]
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- Posts: 1114
- Joined: December 9th, 2005, 2:38 am