Adventure of the Soul Keeper (SP campaign)

Discussion and development of scenarios and campaigns for the game.

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hermestrismi
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Adventure of the Soul Keeper (SP campaign)

Post by hermestrismi »

A new campaign based on the old campaign with the same name (from BfW 1.2).
(old thread: viewtopic.php?p=213766)
Very few UMC units.
07 scenarios (no talk-only scenarios)
Under testing for more balancing.
actual version: 0.1.3
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gwen42
Posts: 47
Joined: May 30th, 2018, 3:31 am

Re: Adventure of the Soul Keeper (SP campaign)

Post by gwen42 »

This is a pretty cool campaign so far, I have to say...
Problem, though. When I reached the Grimoire of Lythariel scenario, it gets stuck in the story/map before it gets to the actual scenario. Seems like a bug. Attaching the saved file.
Oh yeah, using version 1.18.4, no Mods.
Attachments
AotSK-The Grimoire of Lythariel.gz
(7.75 KiB) Downloaded 8 times
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Straff
Posts: 124
Joined: September 27th, 2020, 2:53 pm

Re: Adventure of the Soul Keeper (SP campaign)

Post by Straff »

Thank you for saving this old campaign from oblivion.

One thing that bothers me:
Does it make sense that one can steal the soul from undead and skeletons?


EDIT:

statut -> status

Code: Select all

            [modifications]
                {TRAIT_WEAK}
                {TRAIT_RESILIENT}
                [object]
                    duration=forever
                    id=Lylelia_weakness
                    [effect]
                        apply_to=statut
                        add=poisoned
                    [/effect]
                    [effect]
                        apply_to=statut
                        add=unhealable
                    [/effect]
                [/object]
            [/modifications]

EDIT 2:

Scenario 5

Looping through all the mages and transform them via {ADVANCE_UNIT} takes a lot of time, it freezes the game for a while. Isn't there a better solution?
{TRANSFORM_UNIT}, or maybe much better {SCATTER_UNITS}?

I think that is the same issue that is mentioned by Gwen42 in the previous post.

EDIT 3:

Maybe the easiest way is to change that code:

Code: Select all

#define UNIT_SIMPLE_NAMED_GUARDIAN FACING NAME SIDE TYPE X Y
    [unit]
        facing={FACING}
        name={NAME}
        side={SIDE}
        type={TYPE}
        x={X}
        y={Y}
        ai_special=guardian
    [/unit]
#enddef
to that code;

Code: Select all

#define UNIT_SIMPLE_NAMED_GUARDIAN FACING NAME SIDE X Y
    {VARIABLE_OP mage_type rand "Mage, White Mage, Red Mage, Silver Mage, Great Mage, Arch Mage"}
    [unit]
        facing={FACING}
        name={NAME}
        side={SIDE}
        type=$mage_type
        x={X}
        y={Y}
        ai_special=guardian
    [/unit]
    {CLEAR_VARIABLE mage_type}
#enddef
Then you can remove all that problematic code that slows the game (the advance_unit loop)
That will shorten the code a lot and should solve the freeze problem.
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