Custom Campaign 2.0.7 for Wesnoth 1.14

Discussion and development of scenarios and campaigns for the game.

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SigurdFireDragon
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Re: Custom Campaign 2.0.2 for Wesnoth 1.13

Post by SigurdFireDragon » July 5th, 2017, 10:21 pm

Version 2.0.2 is up.

Setup Scenario Changes
Added Setup Scenario command 'Clear Recall'
The unit_type id is now displayed in the Create Unit dialog, to better distinguish between units with identical image and language names
Instructions for the toggles have been added in Scenario Objectives
Default state for all toggles is now indicated by a --------
Labels of toggles when active have been expanded to make clearer what they are doing
'Keep side as is' no longer shows as an option when in the Setup Scenario, it has been replaced by 'Quit to Titlescreen'
The setup scenario now loops when you end turn, to allow working on multiple factions more quickly.
Messages will now display if the Setup Scenario is launched improperly. (previously, they just ended in defeat with a blacked out screen)
Some minor cleanups

Other Changes
Code cleanup
A side's starting income is now displayed properly in the modification faction selection menu.

Thanks to picard65, vee100, & ArcdeSeel for feedback.

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SigurdFireDragon
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Re: Custom Campaign 2.0.3 for Wesnoth 1.13

Post by SigurdFireDragon » November 30th, 2017, 7:05 pm

Version 2.0.3 is up

Changes:
Fix crash occurring when handling large numbers of units in the Add/Remove or Create Unit commands
Add an option to cancel Add/Remove or Create Unit commands

EDIT: if you are still having trouble with large numbers of units, try clearing the cache in BfW Preferences. That should solve things.

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SigurdFireDragon
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Custom Campaign 2.0.4 for Wesnoth 1.13

Post by SigurdFireDragon » December 22nd, 2017, 5:53 pm

Version 2.0.4 is up.

Changes:
Significant user interface improvements
Create Unit & Add/Remove Unit right-click commands now use a custom dialog that allows filtering units by race. It also provides information on the highlighted unit, just like the Recruit menu does.
The various commands to edit units on the map (Set Traits, Set Role, etc.) have all been placed under a single right-click menu option: 'Edit Unit'.
Other:
Use new implementation of stone wall terrain and sconce overlay for the Custom Campaign Scenario
Slight changes to the instructions displayed in the Custom Campaign Scenario in the objectives

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SigurdFireDragon
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Re: Custom Campaign 2.0.6 for Wesnoth 1.13/1.14

Post by SigurdFireDragon » March 24th, 2018, 4:52 pm

Version 2.0.6 is up for BfW 1.13.12

Changes in 2.0.5
Have Create Unit command make units with random gender when applicable
Fix bug where generate name can enter an endless loop
Remove note about loading speed now that unit_type tables are faster

Changes in 2.0.6
Have faction last used time not update when in the setup scenario

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Nikitaw99
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Re: Custom Campaign 2.0.6 for Wesnoth 1.13/1.14

Post by Nikitaw99 » May 9th, 2018, 8:45 pm

Would it be possible to add a search field for the "Create Unit" menu, like the one in the "Create Unit" debug command?
screenshot.png
Hello world!

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SigurdFireDragon
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Re: Custom Campaign 2.0.6 for Wesnoth 1.13/1.14

Post by SigurdFireDragon » May 10th, 2018, 3:52 am

It should be. Though I'm not sure if I'd need to make my create unit look more like the debug version to get it to work. It's not a priority currently, but I may do it at some point if it seems simple enough.

Magnus_Leblanc
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Re: Custom Campaign 2.0.6 for Wesnoth 1.13/1.14

Post by Magnus_Leblanc » July 13th, 2018, 2:32 am

i cant download it with the game , do you have a link for a dowload

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SigurdFireDragon
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Re: Custom Campaign 2.0.6 for Wesnoth 1.14

Post by SigurdFireDragon » July 14th, 2018, 12:41 am

If you're having trouble with the in-game add-on download, it can be found here http://addons.wesnoth.org/1.14/

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wkwalker333
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Re: Custom Campaign 2.0.6 for Wesnoth 1.14

Post by wkwalker333 » September 11th, 2018, 2:51 am

I have noticed that certain abilities on some units do not get save when using Custom campaign.

Eg. Eagle 11 's outlaw ranger's split fire is dropped. Era of Magic's destroyers obliterater's all around is dropped as well as the EoMa Summorner's air god all-around is also dropped.

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SigurdFireDragon
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Re: Custom Campaign 2.0.6 for Wesnoth 1.14

Post by SigurdFireDragon » September 15th, 2018, 12:56 am

wkwalker333 wrote:
September 11th, 2018, 2:51 am
I have noticed that certain abilities on some units do not get save when using Custom campaign.

Eg. Eagle 11 's outlaw ranger's split fire is dropped. Era of Magic's destroyers obliterater's all around is dropped as well as the EoMa Summorner's air god all-around is also dropped.
Works for me.
I tested the Abaddon (L4 of the Obliterater) and all around was working. even surviving having a non EoMa era selected, quitting bfw & doing a cache purge. Same with Outlaw Ranger Splitfire. tested on local games in mp
I'm on BfW 1.14.4+dev Win 7 x64, with EoMa 3.2.0, Default + Outlaws 1.3.4, & Custom Campaign 2.0.6

What versions are you running? It's possible there was a bug in 1.14.4, with a fix being available when 1.14.5 is out.

gfgtdf
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Re: Custom Campaign 2.0.6 for Wesnoth 1.14

Post by gfgtdf » September 15th, 2018, 1:03 pm

another issue with this was reported in the world conquest II thread. where this mood caused wesnoth to crash, the crash itself will be fixed in 1.14.5 though but it will still give a lua error then and probably not work as intended.
Scenario with Robots SP scenario (1.11/1.12), allows you to build your units with components, PYR No preperation turn 1.12 mp-mod that allows you to select your units immideately after the game begins.

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SigurdFireDragon
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Re: Custom Campaign 2.0.6 for Wesnoth 1.14

Post by SigurdFireDragon » September 15th, 2018, 5:38 pm

gfgtdf wrote:
September 15th, 2018, 1:03 pm
another issue with this was reported in the world conquest II thread. where this mood caused wesnoth to crash, the crash itself will be fixed in 1.14.5 though but it will still give a lua error then and probably not work as intended.
Thanks for pointing this out

I should have made it clear in the description for Custom Campaign that it's not guaranteed to work with campaigns that aren't Random Campaign. (It's currently in there, but you have to read between the lines. ('Replaces a side's units', not directly stating general campaign support, etc)) I'll clarify the modification description for the next version of Custom Campaign.

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SigurdFireDragon
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Re: Custom Campaign 2.0.7 for Wesnoth 1.14

Post by SigurdFireDragon » October 6th, 2018, 4:02 pm

Version 2.0.7 is up

Changes:
Replace deprecated helper.set_wml_tag_metatable with wml.tag
Clarify in the description that mp campaigns may not work

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