Custom Campaign 2.2.2 for Wesnoth 1.18

Discussion and development of scenarios and campaigns for the game.

Moderator: Forum Moderators

Post Reply
SigurdFireDragon
Developer
Posts: 558
Joined: January 12th, 2011, 2:18 am
Location: Pennsylvania, USA

Custom Campaign 2.2.0 for Wesnoth 1.17/1.18

Post by SigurdFireDragon »

Custom Campaign 2.2.0 is now available for BfW 1.17.26 and the forthcoming BfW 1.18!

Changes:
Adjust map and menu item locations in CC scenario
Remove no longer needed ENABLE_NIGHTBLADE macro
Make dialog longer so all mainline races fit without scrolling
Co-Author of Winds of Fate
My Add-ons: Random Campaign, Custom Campaign, Ultimate Random Maps, Era of Legends, Gui Debug Tools
Erfworld: The comic that lead me to find Wesnoth.
User avatar
Jarom
Posts: 129
Joined: January 4th, 2015, 8:23 pm
Location: Green Isle, Irdya or Poland, Earth - I'm not quite sure

Re: Custom Campaign 2.2.0 for Wesnoth 1.17/1.18

Post by Jarom »

I've been playing around with your add-on (on BfW 1.18.2) and noticed a few little details that I'd like to bring to your attention:
1. If I have a "main" side recruit list and leader-specific recruit lists, no leader will be able to recall units from all-side recruit list unless I do some recruit list duplication, due to recall filter. I see no simple solution to that, other than decoupling recall filters from extra recruit lists or ditching recall filters alltogether (which I self-tinkered into your code just now and that's good enough for me).
2. When my custom campaigns reach certain complexity, and lvl 2 units come to play, they tend to overflow custom campaign map castle, and promptly remove the last few ones if not done via the map which will simply prevent it. This was especially a problem when I accidentially left on an add-on that inserts extra units on a recruit lists, and it clipped off all trolls. A good enough solution would be doubling (or quadrupling) the castle size, but it might eventually lead to an overflow again. This is even more of a problem if I have to duplicate recruit lists for recall filters.
3. The add/create unit dialog resets itself every time I open it. A minor pet peeve, but having to scroll over and over again through list of humans instead of starting from what I used before like in debug dialog is kinda annoying, especially given the lack of a search box.
4. I've ran into some lua error while trying to seed recall, which prevented it from working, but it's probably not important
5. IMHO it would be nice if giving "loyal" role would give the trait/effect as well - would save a few clicks.

That being said, it's a great modification, keep up the good work!

A hint for fellow fans, because I saw a demand in this thread:
Dov's Maps 'n Mods contain a shop "era" that is somewhat outdated, random and weird, but works reasonably well with this mod, so you can give your units extra armor, weapons, speed, etc. I've managed to recode it to my own taste, but it's a hack that's far away from being published. Either way, you might want to keep some backups of your persistence file in case you mess it up and turn your sylph into a skeletal dragon or something.
User avatar
Atreides
Posts: 1243
Joined: March 30th, 2019, 10:38 pm
Location: On the 2nd story of the centre village in Merwuerdigliebe turning the lights on and off

Re: Custom Campaign 2.2.0 for Wesnoth 1.17/1.18

Post by Atreides »

Jarom wrote: August 14th, 2024, 12:50 pm A hint for fellow fans, because I saw a demand in this thread:
Dov's Maps 'n Mods contain a shop "era" that is somewhat outdated, random and weird, but works reasonably well with this mod, so you can give your units extra armor, weapons, speed, etc. I've managed to recode it to my own taste, but it's a hack that's far away from being published. Either way, you might want to keep some backups of your persistence file in case you mess it up and turn your sylph into a skeletal dragon or something.
Glad to hear it's got a use. The shop/xp/settler eras are all originals by Dovolente which were later superseded by true modification add-ons but I left them in since I found no need to remove them. : )
SigurdFireDragon
Developer
Posts: 558
Joined: January 12th, 2011, 2:18 am
Location: Pennsylvania, USA

Re: Custom Campaign 2.2.0 for Wesnoth 1.17/1.18

Post by SigurdFireDragon »

@Jarom Thanks for the feedback. :)
Jarom wrote: August 14th, 2024, 12:50 pm ...noticed a few little details that I'd like to bring to your attention:
1. I'll see what I can do with this.
2. Castle size will be expanded in next update.
3. I'll see if I can find a simple enough fix for this.
4. Will fix this one if I can find it.
5. Did it this way intentionally for reasons. I'll reassess this.

Once I'll dealt with these points, I'll make an update.
Jarom wrote: August 14th, 2024, 12:50 pm ...That being said, it's a great modification, keep up the good work!
Thanks :)
Co-Author of Winds of Fate
My Add-ons: Random Campaign, Custom Campaign, Ultimate Random Maps, Era of Legends, Gui Debug Tools
Erfworld: The comic that lead me to find Wesnoth.
SigurdFireDragon
Developer
Posts: 558
Joined: January 12th, 2011, 2:18 am
Location: Pennsylvania, USA

Custom Campaign 2.2.1 for Wesnoth 1.18

Post by SigurdFireDragon »

Custom Campaign version 2.2.1 is now available for BfW 1.18 series!

Changes:
Castle Map height has been doubled to accommodate larger recruit lists
New side from faction now has leader appear on center of castle map keep.
Create Unit & Add Unit dialogs now remember last user choice.


@ Jarom
Did not find the lua seed recall error in my tests. Any ideas on how I might be able to reproduce this / what's your setup?
Still considering what to do about leader recall & loyal role behavior.
Co-Author of Winds of Fate
My Add-ons: Random Campaign, Custom Campaign, Ultimate Random Maps, Era of Legends, Gui Debug Tools
Erfworld: The comic that lead me to find Wesnoth.
User avatar
Jarom
Posts: 129
Joined: January 4th, 2015, 8:23 pm
Location: Green Isle, Irdya or Poland, Earth - I'm not quite sure

Re: Custom Campaign 2.2.1 for Wesnoth 1.18

Post by Jarom »

By incredible luck (initially got 1 hit in 5 attempts and almost lost the first screenshot) and some testing I've managed to narrow it down to one reproducible cause: it crashes on any faction containing Troll Whelp on recruit list, including Northerners from Default era, with only Custom Campaign and no other mods active. However, for reasons I don't understand, my Troll Whelp is able to advance to Troll Shaman when Custom Campaign is active, which might be related. I kinda suspect some weird inter-mod leak (this advancement is active on some of my other eras/mods that I used with other Custom Campaign saved factions, though they were disabled after testing for a while).
Got a screenshot that I did earlier during testing with modified World Conquest era.
Image
SigurdFireDragon
Developer
Posts: 558
Joined: January 12th, 2011, 2:18 am
Location: Pennsylvania, USA

Re: Custom Campaign 2.2.1 for Wesnoth 1.18

Post by SigurdFireDragon »

@Jarom

Still can't seem to reproduce it. Where did you get the 'world conquest era fun' from? There's just 'world conquest era' in mainline 1.18.
Also, when running the Custom Campaign modification, all the possible advancement defines in mainline are enabled, including Troll Whelp -> Troll Shaman
Co-Author of Winds of Fate
My Add-ons: Random Campaign, Custom Campaign, Ultimate Random Maps, Era of Legends, Gui Debug Tools
Erfworld: The comic that lead me to find Wesnoth.
User avatar
Jarom
Posts: 129
Joined: January 4th, 2015, 8:23 pm
Location: Green Isle, Irdya or Poland, Earth - I'm not quite sure

Re: Custom Campaign 2.2.1 for Wesnoth 1.18

Post by Jarom »

Still can't seem to reproduce it.
Today I found time to finally try to find the root cause, and found that somewhen between mod updates and fixes it went away and I can no longer reproduce it either. I don't know what was causing it in first place - I suspected that it was some mod that was somehow loading units/advancements despite being disactivated, which normally should not happen?
Where did you get the 'world conquest era fun' from? There's just 'world conquest era' in mainline 1.18.
It's my own creation that I indent to release eventually, basically normal World Conquest era but with pair mechanics removed. I was getting the same results with Default Era though.

Back to important issues, I think there are 2 good ways to handle recall filters:
1. Add faction-wide recruits to recall filter. Handle updates on both faction-wide and leader recruits, just discard side updates if leader recruits are empty.
2. Separate recall filter from leader recruits. This way, players will decide by themselves who can recall what. Cons: will sometimes have to configure the same thing twice.
SigurdFireDragon
Developer
Posts: 558
Joined: January 12th, 2011, 2:18 am
Location: Pennsylvania, USA

Re: Custom Campaign 2.2.1 for Wesnoth 1.18

Post by SigurdFireDragon »

@Jarom

Thanks for the follow-up.
I'll consider the lua issue closed, unless it's seen again.
I'll consider the two ways you mentioned when I get around to dealing with the recall filters.
Co-Author of Winds of Fate
My Add-ons: Random Campaign, Custom Campaign, Ultimate Random Maps, Era of Legends, Gui Debug Tools
Erfworld: The comic that lead me to find Wesnoth.
User avatar
Jarom
Posts: 129
Joined: January 4th, 2015, 8:23 pm
Location: Green Isle, Irdya or Poland, Earth - I'm not quite sure

Re: Custom Campaign 2.2.1 for Wesnoth 1.18

Post by Jarom »

Got yet another idea for filter recall, very fast and very simple: add a checkbox in settings or in-scenario toggle that sets whether altering extra_recruits alters filter_recall as well. It's so simple, that in fact I implemented that myself as a proof of concept.

Let me know if you want the code (checkbox-based).
SigurdFireDragon
Developer
Posts: 558
Joined: January 12th, 2011, 2:18 am
Location: Pennsylvania, USA

Re: Custom Campaign 2.2.1 for Wesnoth 1.18

Post by SigurdFireDragon »

Jarom wrote: March 22nd, 2025, 6:31 pm Got yet another idea for filter recall, very fast and very simple: add a checkbox in settings or in-scenario toggle that sets whether altering extra_recruits alters filter_recall as well. It's so simple, that in fact I implemented that myself as a proof of concept.

Let me know if you want the code (checkbox-based).
Thanks for this. Please send me the code, it'll help motivate me to get this handled.
Co-Author of Winds of Fate
My Add-ons: Random Campaign, Custom Campaign, Ultimate Random Maps, Era of Legends, Gui Debug Tools
Erfworld: The comic that lead me to find Wesnoth.
SigurdFireDragon
Developer
Posts: 558
Joined: January 12th, 2011, 2:18 am
Location: Pennsylvania, USA

Custom Campaign 2.2.2 for Wesnoth 1.18

Post by SigurdFireDragon »

Custom Campaign version 2.2.2 is now available for BfW 1.18 series!

Changes:
Fire events when leader & heroes are unpacked at start of scenario. Allows unit_placed and other events to work for these units.
Fix units leaving afterimage when editing recruit lists and dismissing units.
Expand castle area so units being auto recalled are less likely to end up outside the castle area.
Better define scenario cleanup so player units ending up outside the castle in a non-encampment hex won't be eliminated at save.
Expanded leader extra recruit recall filter behavior to include units based on side recruit as well.

Added choice of recall behavior as a special toggle in the Custom Campaign Scenario for when leaders have extra recruits:
Extra Recruit Unlimited Recall - leaders with extra recruits can recall any unit
Extra Recruit Filter Recall - leaders with extra recruits can only recall units based on their extra recruit & the side's recruit.

Any existing leader with the old extra recruit only filter recall behavior will be updated when you edit their extra recruit, or use the recall behavior toggle.

Big thanks to Jarom for feedback about changes to the extra recruit filter recall behavior! :)
Co-Author of Winds of Fate
My Add-ons: Random Campaign, Custom Campaign, Ultimate Random Maps, Era of Legends, Gui Debug Tools
Erfworld: The comic that lead me to find Wesnoth.
Post Reply