The Barren Queen

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Mirion147
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The Barren Queen

Post by Mirion147 »

Alright, so I've been working on this for like a week or so. I wanted to have something a little more substantial to post, but I'm tired of running into walls that I can't seem to get around myself. Anyways...

The Barren Queen

It's set in Elensefar about a decade and a half before HTTT. The king of Elensefar has been taxing the people incredibly to make the city a splendor and a stronghold. Eventually he gets himself a wife. After a little bit a revolution ensues and since his wife can't seem to produce an heir for him he decides to have her killed and have the blame placed on the rebels. But someone appears before the queen informing her of her husbands plan and she escapes before he has a chance to kill her.

This is what I have so far:
The_Barren_Queen.zip
(99.54 KiB) Downloaded 141 times
The trouble I'm having:
I can't get Elensfair to not move (although I suppose I could just kill her off...)
I can't get the soldiers to wait in their turrets
I can't get the leaders to not recruit
I don't know how to make the king and commander visible while they talk, but then non-visible afterwards.

Also, any issues with the story, I would gladly listen.

Thank you for your time :).
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Telchin
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Re: The Barren Queen

Post by Telchin »

Well, this might be better for WML forum, but I'd like to help:
I can't get the leaders to not recruit
I would use [disallow_recruit] action:
Spoiler:
I can't get the soldiers to wait in their turrets
I would use:
Spoiler:
I don't know how to make the king and commander visible while they talk, but then non-visible afterwards.
If by visible/invisible you mean to remove (and then restore) fog of war, then there is macro {CLEAR_FOG SIDE X Y RADIUS} This will clear the fog for SIDE in RADIUS hexes around X,Y. Then you will use {UNCLEAR_FOG} to restore the fog. There is also [remove_shroud] and [place_shroud] for removing and placing shroud.
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Mirion147
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Re: The Barren Queen

Post by Mirion147 »

Okay, so this is what's happening with the guards in their turrets:

I have the player trying to get out of a castle, but the guards don't realize this yet, after the player goes into or sees 8 villages/soldiers, they're supposed to realize she's acting weird and attack her, but I don't want them to attack her until then. Should I change their side temporarily? Will that keep them from moving? Also, I have about 30 already placed units, and I can't get them to stay still no matter what I do...
Take a look at the Era of the Future!
Current factions: The Welkin, The Brungar, and The Nordhris!
^This is old news lol but I don't care^
New news -> Up the River Bork Campaign!
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TheScribe
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Re: The Barren Queen

Post by TheScribe »

Do you want them not to move until they see an enemy unit? If so, use this:

Code: Select all

ai_special=guardian
Add it under the unit tag.
Sorta on a break from the forums ATM, have been for a while. If I was doing something for/with you and I haven't recently, that's why, I will be back soon hopefully.
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Adamant14
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Re: The Barren Queen

Post by Adamant14 »

Maybe it is OK for you that they move around, but not attack.

Then set for the enemy sides:

Code: Select all

team_name=loyalist,rebels
So they are on the same sides (allies) and don't attack each other.
And when the suspicious level is reached:

Code: Select all

		[modify_side]
			side=2
			team_name=loyalist
		[/modify_side]
		[modify_side]
			side=3
			team_name=loyalist
		[/modify_side]
Then the loyalist are no longer on the rebels side, they attack the rebels now.
This setting is not visible for the player.

EDIT: Apart from the presence/absence of the blue orb!

(thank you Celtic_Minstrel)
Last edited by Adamant14 on August 6th, 2012, 6:03 pm, edited 1 time in total.
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Celtic_Minstrel
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Re: The Barren Queen

Post by Celtic_Minstrel »

Adamant14 wrote:This setting is not visible for the player.
Apart from the presence/absence of the blue orb!
TheScribe wrote:Do you want them not to move until they see an enemy unit? If so, use this:

Code: Select all

ai_special=guardian
Add it under the unit tag.
Telchin wrote:Well, this might be better for WML forum, but I'd like to help:
Spoiler:
Just as a note, the first of those two applies to 1.10 and earlier while the second applies to 1.11 and up. I guess you could include both to be safe.
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TheScribe
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Re: The Barren Queen

Post by TheScribe »

One thing about the storyline. You made the female a spearman? That really should be changed.
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Telchin
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Re: The Barren Queen

Post by Telchin »

One thing about the storyline. You made the female a spearman? That really should be changed.
Well, it's true that Wesnoth spearmen as well as spearmen in any real medieval army should be male, but I don't think that a female spearmn is completely implausible. Medieval Japan had women skilled with a polearm and Wesnoth already has female units with swords (Elvish Ranger) and maces (Outlaw) (admitedly, both said units are primarily ranged). It should probably be a custom unit rather than a default spearman though.
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Celtic_Minstrel
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Re: The Barren Queen

Post by Celtic_Minstrel »

Telchin wrote:It should probably be a custom unit rather than a default spearman though.
This might be a good idea; however, since Wesnoth doesn't actually display a unit's gender anywhere, you'd probably be fine with a default spearman as long as you don't rely on a random name (yes, it'd have male hit/death sounds, but that's relatively minor).
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Telchin
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Re: The Barren Queen

Post by Telchin »

since Wesnoth doesn't actually display a unit's gender anywhere
That might be true in English, but in Czech (and probably other languages), we have genders for all nouns and adjectives. As result of this Czech translation has to have 2 translations for each trait (e.g "strong" = "silný"(m)/"silná"(f)), status (e.g. "slowed" = "zpomalený"(m)/"zpomalená"(f)) and unit with two genders (e.g. "Necromancer" = "Nekromant"(m)/"Nekromantka"(f)). Of course, this might be unimportant to the campaing's author, unless s/he wants the campaing to be translatable. That said, in combination with the male sounds mentioned by Celtic_Minstrel, I would suggest a custom unit. It could use the same sprite as male spearman, as the unit wears an armor and a helmet.
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Celtic_Minstrel
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Re: The Barren Queen

Post by Celtic_Minstrel »

Point taken. What I meant is that, apart from the sprite and (sometimes) the name, there's no visual indication of gender (I wish there was, sometimes; just throw in a ♂ or ♀ in some appropriate place).

But yeah, for this, a slightly tweaked custom unit is probably a good idea.
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TheScribe
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Re: The Barren Queen

Post by TheScribe »

Actually, there is a distinction on some units. SpearMAN. BowMAN. Et cetra.

I do agree about the gender symbols. It'd help in places.
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Celtic_Minstrel
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Re: The Barren Queen

Post by Celtic_Minstrel »

Not a good example. A better example would be Dark Sorcerer, where the female variation is called Dark Sorceress. That's the only one I know of (Elvish Marksman would seem to be an obvious one to have a different female name, but it doesn't do that).
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TheScribe
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Re: The Barren Queen

Post by TheScribe »

That's not what I meant. I meant some units, such as the spearman, have no female variant and their name implies such. I could've worded it better, sorry.
Sorta on a break from the forums ATM, have been for a while. If I was doing something for/with you and I haven't recently, that's why, I will be back soon hopefully.
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Re: The Barren Queen

Post by Celtic_Minstrel »

Ah, okay. Though, the Elvish Marksman would seem to indicate it has not female variant but actually does have one. :P
Author of The Black Cross of Aleron campaign and Default++ era.
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