Lonely Era (first release available for 1.12)

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Shield
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Lonely Era (first release available for 1.12)

Post by Shield »

Hey, everybody! I'm creating an era called the "Lonely Era" which I've just made available for download on the add-ons server. Similar to the Ageless Era, it compiles other eras and factions; but on the contrary, it targets the older, smaller, and isolated factions and eras. Larger and more-popular eras and factions are less likely to be included. At the time of this post, it's very incomplete, but will be added on to. Suggestions for future additions and help with balancing and de-bugging is welcome.

Below is a list that will be added on to as more factions are added to the era.

Current Factions:
Santa's Helpers (Merry Christmas) http://forums.wesnoth.org/viewtopic.php?f=8&t=32519
Last edited by Shield on November 19th, 2015, 5:21 pm, edited 1 time in total.
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Shield
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Lonely Era (experiencing update difficulties)

Post by Shield »

Hey, everybody! Sorry for the delay, but I've been having a problem uploading the most recent version of Lonely Era to the addon server...

Here's the error message I get whenever I try to upload it:
Image
It doesn't even allow me to see the addon server until I remove the folder, but I don't see what I did wrong with the code...

Here's a .txt of what I basically have (my email and the passphrase are intentionally dotted out, here):
_server copy.txt
It just doesn't work???
(569 Bytes) Downloaded 614 times
If anybody has any idea what the problem is, your help would be enormously appreciated.
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Re: Lonely Era (first release available for 1.12)

Post by Ravana »

Wrong quote marks.

Code: Select all

type="era"
version=“0.1.4”
btw, icon="data/core/images/units/human-magi/red-mage+female-die-1.png" -> icon="units/human-magi/red-mage+female-die-1.png"
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Shield
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Re: Lonely Era (first release available for 1.12)

Post by Shield »

Ravana wrote:Wrong quote marks.

Code: Select all

type="era"
version=“0.1.4”
Wow, thank you so much! I never would've guessed it was something like that. The latest version will be up, shortly!
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Shield
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Re: Lonely Era (first release available for 1.12)

Post by Shield »

Alright, so the quotation marks are fixed, but...
Image
Is this another problem with the .pbl file, or something else? (I can't tell since it isn't telling me where the problem file is)
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Re: Lonely Era (first release available for 1.12)

Post by Ravana »

This means some other file, and the message quite literally tells what is wrong.
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Re: Lonely Era (first release available for 1.12)

Post by ChaosRider »

You can use program named "Renamer" to change from all files which contains space for "_".
While using it you have huge list of files from the folder which you dropped to this program, all changed files (where space has been found and changed for "_") will be in red color (You can select to have first all red, later all in black).
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Shield
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Re: Lonely Era (first release available for 1.12)

Post by Shield »

Ravana wrote:This means some other file, and the message quite literally tells what is wrong.
I had a feeling it wasn't the .pbl again, I just wanted to be positive.
I've gone through the files I'd messed with between updates and things don't really seem out of place; I hardly made any changes code-wise from the previous version...

Here's the files:
Lonely_Era.zip
really having a tough time, today...
(2.23 MiB) Downloaded 599 times
Sorry if I seem kind of needy, I'm still pretty inexperienced at this.
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Re: Lonely Era (first release available for 1.12)

Post by Ravana »

\Lonely_Era>dir /B /S > tmp.txt revealed that you have

Code: Select all

	Line 20: Lonely_Era\images\WIP attacks
	Line 240: Lonely_Era\images\WIP attacks\.DS_Store
	Line 241: Lonely_Era\images\WIP attacks\gaz.png
	Line 242: Lonely_Era\images\WIP attacks\originals
	Line 243: Lonely_Era\images\WIP attacks\originals\gaz.png
	Line 244: Lonely_Era\images\WIP attacks\originals\touch-light.png
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Shield
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Re: Lonely Era (first release available for 1.12)

Post by Shield »

Thanks! Sometimes I forget how persnickety Wesnoth can be, especially since there wasn't even anything telling it to access that file ingame.

Anyways, version 0.1.2 is now available for download!
I fixed some deprecated code in the Christmas Elves' attack specials, so now I need to see if I can get their advancement dialogue working.
Things are moving forward! :D
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Re: Lonely Era (first release available for 1.12)

Post by GL_Network »

If I may, I would suggest you to add the following factions:
-Elements of Nature faction (Age of Tentacles add-on), by Saurrian
-Hellish Demons faction, by battlestar
-Order of Magic faction, by Nightshayde (this one wasn't ported to 1.12, so I suggest you take the 1.10 version)
-The three factions from the Evil Faith add-on (Dark Forces, Forgotten Legion, Lux), by Derkej (no 1.12 version; use 1.10 version)

I'd also add the Nightmares of Meloen, but iirc this faction had some popularity, and it wasn't ported from 1.10 to 1.12.

Don't forget to add an unique tag to unit ids ("Lonely_Era_Warlock" instead of "Warlock", for instance), of course. Too many people in the community forget it.
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Re: Lonely Era (first release available for 1.12)

Post by Shield »

Version 0.1.3 is now available!

Now you can play as the Vaeringjar! Have fun smashing puny Christmas Elves with those darn vikings.

CURRENT BUGS:
  • the custom "berserk" ability the Eirson line has doesn't work, for some reason
    ...neither does its "herbalist" ability (this is a problem the faction has always had, and needs fixing)
    Although the Christmas Elves now say their lines upon advancing, they unfortunately say all their lines, repeatedly, and sound like broken records.
GL_Network wrote:If I may, I would suggest you to add the following factions:
-Elements of Nature faction (Age of Tentacles add-on), by Saurrian
-Hellish Demons faction, by battlestar
-Order of Magic faction, by Nightshayde (this one wasn't ported to 1.12, so I suggest you take the 1.10 version)
-The three factions from the Evil Faith add-on (Dark Forces, Forgotten Legion, Lux), by Derkej (no 1.12 version; use 1.10 version)
Thanks a lot for these suggestions! I'll be sure to give them a look! However, I must say that I may not add the Elements of Nature for some time, since I'm pretty sure it's still being maintained; not to mention the complexity of the "infect" weapon special, which I'd have an awful hard time updating, if it became deprecated. Maybe once a stable release for Wesnoth 1.13 comes out, and the Age of Tentacles updates to match, I may integrate it. (if it doesn't upgrade to match 1.13, I'll just have to copy-paste the "infect" special's code and hope it holds up...)
I'd also add the Nightmares of Meloen, but iirc this faction had some popularity, and it wasn't ported from 1.10 to 1.12.
I, too, have considered this. Hard to say, since it was so popular, but it's no longer maintained as a standalone faction, either... I'll need some time to mull it over, especially with the daunting task of updating the WML for the unique "Arcane Focus" and "Jinx" specials...
Don't forget to add an unique tag to unit ids ("Lonely_Era_Warlock" instead of "Warlock", for instance), of course. Too many people in the community forget it.
Good Idea! I'm sure there are lots of "Warlock" units out there-- thank you for the tip!
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Re: Lonely Era (first release available for 1.12)

Post by Shield »

Hmm... I am having some trouble with fixing the errors mentioned above, because they both deal with "variables," which I am largely unfamiliar with.

The "herbalist" ability is unique, it's not quite a 'healing' ability (though it does slow poison, I think...), but is supposed to function a lot like "leadership." But unlike leadership, it gives the unit an attack special, instead of boosting their basic damage. It's described by the author that the Eirson uses "mushrooms" to help stoke his comrades into a frenzy in combat; that is, they are granted the "berserk" ability when adjacent to him. However, they also are supposed to have a chance of being slowed instead of that, because drugs are for chumps, kids.

Since I don't know what to ask google, I'm going to just place the special's WML below. I think it's important to know that the Eirson's own berserk attack special doesn't work either, despite not having any fancy code like this. Maybe it doesn't work because of this ability?? Even in its original thread, the herbalist ability was problematic; I copy-pasted the code from the latest version I could find, but that was for Wesnoth 1.6. I can't quite tell what's off...

Code: Select all

#define ABILITY_HERBALIST
    [heal]
	id=herbalist	
	name= _ "herbalist"
	description= _ "Adjacentent Allies at the start of the turn are granted Berserk (Herbalist), but sometimes are slowed."
        affect_self=no
        [affect_adjacent]
            adjacent=n,ne,se,s,sw,nw
        [/affect_adjacent]
        affect_allies=yes
        poison=slowed
    [/heal]

[/abilities]
	[event]
		name=side turn
		first_time_only=no
		
		[store_unit]
			[filter]
				
				[wml_filter]
					herbalisted=1
				[/wml_filter]
			[/filter]
			variable=herbalist_refresh
		[/store_unit]
		
		{FOREACH herbalist_refresh i}
			{CLEAR_VARIABLE herbalist_refresh[$i].attack.specials.berserk}
			{VARIABLE herbalist_refresh[$i].herbalisted 0}
			[unstore_unit]
				variable=herbalist_refresh[$i]
			[/unstore_unit]
		{NEXT i}

		[store_unit]
			[filter]
				side=$side_number
				[filter_adjacent]
					type=fe_eir,fe_vor,fe_idun
					is_enemy=no
				[/filter_adjacent]
			[/filter]
			variable=herbalisted
		[/store_unit]
		
		{FOREACH herbalisted i}
			[if]
				[variable]
					name=herbalisted[$i].attack.specials.berserk.id
					not_equals="berserk_herb"
				[/variable]
				[then]
					{VARIABLE herbalisted[$i].herbalisted 1}
					{VARIABLE herbalisted[$i].attack.specials.berserk.id berserk_herb}
					{VARIABLE herbalisted[$i].attack.specials.berserk.name "berserk (herbalist)"}
					{VARIABLE herbalisted[$i].attack.specials.berserk.description  "Berserk (Herbalist):
This unit has been affected by herbs and will fight in a berserk fury until either it or it's opponant is dead, or for 10 rounds of combat. This can cause slow."}
					{VARIABLE herbalisted[$i].attack.specials.berserk.value "10"}
					{RANDOM yes,yes,yes,no}
					{VARIABLE herbalisted[$i].status.slowed "$random"}
					{CLEAR_VARIABLE random}
					[unstore_unit]
						variable=herbalisted[$i]
					[/unstore_unit]
				[/then]
			[/if]
		{NEXT i}
	[/event]
[+abilities]
#enddef
As for the Christmas Elves' problem, while not really affecting gameplay, it's the more annoying issue. When the elf levels up and gets AMLA, they say one of three lines, which depend on what advancement they get; each AMLA path has its own set of messages for the elf to say, and the elf is supposed to say one of them, picked randomly. In this error, the elf says all of their AMLA lines, repeatedly; they may repeat one three times in a row then say the other two, but it seems that, for some reason, they always speak five times.
The elves used to not speak at all; I fixed this problem eventually by putting the {GENERAL_EVENTS} macro in their unit code. However, this caused the above-mentioned problem to arise. I don't know if it's caused by the variableWML changing between 1.10 and 1.12, or some other thing I'm missing. But here's "GENERAL_EVENTS":

Code: Select all

#define GENERAL_EVENTS
[event]
	name=attack
	[filter_attack]
		special=gift
	[/filter_attack]
	[if]
		[not]
			[variable]
				name=gift_message_said
				equals=yes
			[/variable]
		[/not]
		[then]
			{VARIABLE gift_message_said yes}
			[message]
				speaker=unit
				message= _ "Merry Christmas! Have a present!"
			[/message]
			[message]
				speaker=second_unit
				message= _ "Thanks... what do I do with this?"
			[/message]
		[/then]
	[/if]
[/event]
[event]
	name=post_advance
	first_time_only=no
	{FOREACH unit.modifications.advance i}
		[if]
			[not]
				[variable]
					name=unit.variables.$unit.modifications.advance[$i].id|_event_fired
					equals=yes
				[/variable]
			[/not]
			[then]
				{VARIABLE unit.variables.$unit.modifications.advance[$i].id|_event_fired yes}
				[unstore_unit]
					variable=unit
				[/unstore_unit]
				[fire_event]
					name=$unit.modifications.advance[$i].id
					[primary_unit]
						id=$unit.id
					[/primary_unit]
				[/fire_event]
			[/then]
		[/if]
	{NEXT i}
[/event]
[event]
	name=amla_twin
	first_time_only=no
	{RANDOM 1..3}
	[switch]
		variable=random
		[case]
			value=1
			[message]
				speaker=unit
				message= _ "Hey, I have two hands. I could give out twice as many presents!"
			[/message]
		[/case]
		[case]
			value=2
			[message]
				speaker=unit
				message= _ "This new technique makes wrapping a snap."
			[/message]
		[/case]
		[case]
			value=3
			[message]
				speaker=unit
				message= _ "Hey, we have plenty of money! Presents for everyone!"
			[/message]
		[/case]
	[/switch]
	{CLEAR_VARIABLE random}
[/event]
[event]
	name=amla_strong
	first_time_only=no
	{RANDOM 1..3}
	[switch]
		variable=random
		[case]
			value=1
			[message]
				speaker=unit
				message= _ "Now I can hit harder."
			[/message]
		[/case]
		[case]
			value=2
			[message]
				speaker=unit
				message= _ "I feel stronger."
			[/message]
		[/case]
		[case]
			value=3
			[message]
				speaker=unit
				message= _ "I bet I could out-pull Blitzen."
			[/message]
		[/case]
	[/switch]
	{CLEAR_VARIABLE random}
[/event]
[event]
	name=amla_snowstalk
	first_time_only=no
	{RANDOM 1..3}
	[switch]
		variable=random
		[case]
			value=1
			[message]
				speaker=unit
				message= _ "The tall ones won't be able to see me if I hunker down in a snowdrift."
			[/message]
		[/case]
		[case]
			value=2
			[message]
				speaker=unit
				message= _ "Think like a white rabbit."
			[/message]
		[/case]
		[case]
			value=3
			[message]
				speaker=unit
				message= _ "I feel sneaky."
			[/message]
		[/case]
	[/switch]
	{CLEAR_VARIABLE random}
[/event]
[event]
	name=amla_dodge
	first_time_only=no
	{RANDOM 1..3}
	[switch]
		variable=random
		[case]
			value=1
			[message]
				speaker=unit
				message= _ "Why don't I just jump out of the way when I'm attacked?"
			[/message]
		[/case]
		[case]
			value=2
			[message]
				speaker=unit
				message= _ "It's hard to hit a moving target."
			[/message]
		[/case]
		[case]
			value=3
			[message]
				speaker=unit
				message= _ "Hey, tall ones! I'm over there!"
			[/message]
		[/case]
	[/switch]
	{CLEAR_VARIABLE random}
[/event]
[event]
	name=amla_speed
	first_time_only=no
	{RANDOM 1..3}
	[switch]
		variable=random
		[case]
			value=1
			[message]
				speaker=unit
				message= _ "Race ya!"
			[/message]
		[/case]
		[case]
			value=2
			[message]
				speaker=unit
				message= _ "I feel faster."
			[/message]
		[/case]
		[case]
			value=3
			[message]
				speaker=unit
				message= _ "Let's hurry."
			[/message]
		[/case]
	[/switch]
	{CLEAR_VARIABLE random}
[/event]
[event]
	name=amla_skirmisher
	first_time_only=no
	{RANDOM 1..3}
	[switch]
		variable=random
		[case]
			value=1
			[message]
				speaker=unit
				message= _ "I feel unstoppable!"
			[/message]
		[/case]
		[case]
			value=2
			[message]
				speaker=unit
				message= _ "I think it'd be fun to slip around behind them."
			[/message]
		[/case]
		[case]
			value=3
			[message]
				speaker=unit
				message= _ "Jesus wasn't born in the winter."
			[/message]
		[/case]
	[/switch]
	{CLEAR_VARIABLE random}
[/event]
[event]
	name=amla_rapid_ranged
	first_time_only=no
	{RANDOM 1..3}
	[switch]
		variable=random
		[case]
			value=1
			[message]
				speaker=unit
				message= _ "If at first the target's missed, try try again."
			[/message]
		[/case]
		[case]
			value=2
			[message]
				speaker=unit
				message= _ "I just found a heap more arrows under that snowdrift."
			[/message]
		[/case]
		[case]
			value=3
			[message]
				speaker=unit
				message= _ "I'm gonna start shooting faster."
			[/message]
		[/case]
	[/switch]
	{CLEAR_VARIABLE random}
[/event]
[event]
	name=amla_suction_arrow
	first_time_only=no
	{RANDOM 1..3}
	[switch]
		variable=random
		[case]
			value=1
			[message]
				speaker=unit
				message= _ "I just remembered-I have a bow & arrow set with me!"
			[/message]
		[/case]
		[case]
			value=2
			[message]
				speaker=unit
				message= _ "These suction cups could cause some annoyance."
			[/message]
		[/case]
		[case]
			value=3
			[message]
				speaker=unit
				message= _ "Next time the tall ones shoot, I'll shoot back!"
			[/message]
		[/case]
	[/switch]
	{CLEAR_VARIABLE random}
[/event]
[event]
	name=amla_rapid_melee
	first_time_only=no
	{RANDOM 1..3}
	[switch]
		variable=random
		[case]
			value=1
			[message]
				speaker=unit
				message= _ "My arms feel limber."
			[/message]
		[/case]
		[case]
			value=2
			[message]
				speaker=unit
				message= _ "I can hit like a wind-up ninja."
			[/message]
		[/case]
		[case]
			value=3
			[message]
				speaker=unit
				message= _ "Happy Holidays!"
			[/message]
		[/case]
	[/switch]
	{CLEAR_VARIABLE random}
[/event]
[event]
	name=amla_tough
	first_time_only=no
	{RANDOM 1..3}
	[switch]
		variable=random
		[case]
			value=1
			[message]
				speaker=unit
				message= _ "Being out here is quite an experience, but I can take it."
			[/message]
		[/case]
		[case]
			value=2
			[message]
				speaker=unit
				message= _ "These tall ones aren't so tough."
			[/message]
		[/case]
		[case]
			value=3
			[message]
				speaker=unit
				message= _ "Merry Christmas!"
			[/message]
		[/case]
	[/switch]
	{CLEAR_VARIABLE random}
[/event]
[event]
	name=amla_leadership
	first_time_only=no
	{RANDOM 1..3}
	[switch]
		variable=random
		[case]
			value=1
			[message]
				speaker=unit
				message= _ "Stick close, elves. Don't get separated."
			[/message]
		[/case]
		[case]
			value=2
			[message]
				speaker=unit
				message= _ "Follow me to victory!"
			[/message]
		[/case]
		[case]
			value=3
			[message]
				speaker=unit
				message= _ "I have the red hat."
			[/message]
		[/case]
	[/switch]
	{CLEAR_VARIABLE random}
[/event]
#enddef
Sorry for slapping these huge amounts of text down, but I'm stumped. I just don't feel comfortable adding more factions to the era while leaving the problems with these ones unattended, and don't know what to do with them. I could really use some help...
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Re: Lonely Era (first release available for 1.12)

Post by Ravana »

1) [wml_filter] -> [filter_wml]

2) I do not support overuse of [message] at all. There are alternatives that do not stall game. However, it is likely that adding id to these events will fix it. Constant amount of repetitions suggests that the macro is loaded that constant amount of times. For example if you put that macro to unit code then you get messages for each unit that has existed during that game.
GL_Network
Posts: 31
Joined: February 17th, 2014, 8:08 pm

Re: Lonely Era (first release available for 1.12)

Post by GL_Network »

For the herbalist special, I'm worried that it does nohing as it is. The event filters the unit based on its id, not on whether it has the special or not. Fixing this will make it easier to maintain the WML code.
Shield wrote:As for the Christmas Elves' problem, while not really affecting gameplay, it's the more annoying issue. When the elf levels up and gets AMLA, they say one of three lines, which depend on what advancement they get; each AMLA path has its own set of messages for the elf to say, and the elf is supposed to say one of them, picked randomly. In this error, the elf says all of their AMLA lines, repeatedly; they may repeat one three times in a row then say the other two, but it seems that, for some reason, they always speak five times.
The elves used to not speak at all; I fixed this problem eventually by putting the {GENERAL_EVENTS} macro in their unit code. However, this caused the above-mentioned problem to arise. I don't know if it's caused by the variableWML changing between 1.10 and 1.12, or some other thing I'm missing. But here's "GENERAL_EVENTS":
Let me guess. There are exactly five Christmas Elves units with these events in their code, right?
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