SXC Development
Moderator: Forum Moderators
Re: SXC Development
Apologies for not uploading to 1.18 until now, and thanks to ccX both for filling the gap on 1.18, and for giving back control.
There's been one final upload to 1.16, version 0.3.3.1, fixing bugs on SXC Cursed Land and SXC Slaughter where the unit names in Ageless have changed.
New stuff in 0.3.12, now on 1.18:
There's been one final upload to 1.16, version 0.3.3.1, fixing bugs on SXC Cursed Land and SXC Slaughter where the unit names in Ageless have changed.
New stuff in 0.3.12, now on 1.18:
- Even on maps with Ageless Era AI units, the host can choose a different era for player units (thanks to Ravana for the AE_units_loader)
- There’s a “madder than mad” difficulty, I look forward to seeing how it goes. For other difficulties, the XP needed is back to its 1.16 levels
- Revive mode now gives a full heal instead of reviving with 1 hp, but costs a bit more than a shop heal even in rookie mode. This stops an enemy spawn-camping a player who doesn't have enough gold to heal (you can respawn with negative gold)
- Every shop now sells red potions
- The SXC Default Low Level Era now has two Dunefolk, one who skirmishes and the other who can get both megacures and minorregen.
- On SXC Braveheart, the map where players are separated at the start, made it possible to have a “spare” side for late-joining players
- Bugfixes
Re: SXC Development
Dotman is creating some interesting new maps, which has prompted me to look at how to publish extra maps in a separate add-on, so that other people can host games without waiting for me to upload a new version. Although putting scenarios directly into
You can make your own add-on, and tell Wesnoth to use the macros from SXCollection with it; this only needs a directory with a _main.cfg in it. For example, mine's "Octa_SXC_Maps" and I have the following under the main add-ons folder, the same directory that has subdirectories SXCollection and Ageless_Era.
Put the .map and .cfg files in their respective directories (
Remember to refresh Wesnoth's cache (press F5 on the title screen), and then your scenario should appear in the Create Game screen's list, either above or below all of the other SXC maps (it sorts by directory).
~add-ons/SXCollection/scen_new
works, the add-on manager doesn't expect that, and is likely to delete them when upgrading to a new version of SXCollection.You can make your own add-on, and tell Wesnoth to use the macros from SXCollection with it; this only needs a directory with a _main.cfg in it. For example, mine's "Octa_SXC_Maps" and I have the following under the main add-ons folder, the same directory that has subdirectories SXCollection and Ageless_Era.
Code: Select all
Octa_SXC_Maps/_main.cfg
Octa_SXC_Maps/maps/SXC_Bloodmoon.map
Octa_SXC_Maps/scenarios/SXC_Bloodmoon.cfg
Contents of _main.cfg
Editing a _main.cfg from the scenario editor's add-on template
scenarios
, not scen_new
).
- if your scenario has a map_file line, for example
map_file="SXC_BraveHeart.map"
, it will automatically find the map - if your scenario has a map_data line, for example
map_data="{~add-ons/SXCollection/maps/SXC_BraveHeart.map}"
, then either update the path or change it to use map_file instead
Remember to refresh Wesnoth's cache (press F5 on the title screen), and then your scenario should appear in the Create Game screen's list, either above or below all of the other SXC maps (it sorts by directory).
Uploading it to the add-ons server
Re: SXC Development
For what it is worth, I was able to beat this map on madder than mad mode:
SXC Bloodmoon (experimental)
SXCCollection 0.3.13
SXC Bloodmoon (experimental)
SXCCollection 0.3.13