Custom made maps
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Custom made maps
So, I designed a map to play on by myself, with several keeps, intending to play as several armies at once.
I went into multiplayer->local game and then chose the map.
But it said "Mandatory WML child missing yet untested for. Please report."
Someone explain please, I really want to play with this map I made.
I went into multiplayer->local game and then chose the map.
But it said "Mandatory WML child missing yet untested for. Please report."
Someone explain please, I really want to play with this map I made.
Re: Custom made maps
You may like to post the map's content.
Re: Custom made maps
you mean a screenshot of the map?
Re: Custom made maps
no, the actual scenario file, .cfg and/or .map file, containing the terrain, if you have one.
Re: Custom made maps
I don't know what you mean :/
Re: Custom made maps
Well it is called King.mapEagle_11 wrote:no, the actual scenario file, .cfg and/or .map file, containing the terrain, if you have one.
Re: Custom made maps
The location of the .map data should be at "wesnoth\userdata\editor\maps". and the .cgf file at "wesnoth\userdata\editor\scenarios" (If you have created a .cgf file, it's not necessary for playing a map, so it might not be there). You'll propably have to put them in a .zip file to upload them.
Is this problem only with this map or also with others?
Is this problem only with this map or also with others?
Re: Custom made maps
idk what you mean sorry 
All I know is that another "User map" that I have on there which idk how it got there works fine.
I want to know how to assign players to "keeps" in the game.
On the map that works it says Player 1 above a keep and so on. That isnt present on the map which doesn't work

All I know is that another "User map" that I have on there which idk how it got there works fine.
I want to know how to assign players to "keeps" in the game.
On the map that works it says Player 1 above a keep and so on. That isnt present on the map which doesn't work
Re: Custom made maps
There is a "starting positions tool" in the map editor.
I made a screenshot and marked it witch the red square. Hope this helps
I made a screenshot and marked it witch the red square. Hope this helps
Re: Custom made maps
I had actually just found that thanks to a youtube video, but thanks all the same.
Now my problem is that when I go to do a local game by myself when I set Player 1 as Loyalists for example, it does not correspond with the Player 1 I had assigned on the map.
What I mean is that the Player 1 I assigned to a keep on the map editor does not correspond with Player 1 when making the local game and choosing factions etc.
Now my problem is that when I go to do a local game by myself when I set Player 1 as Loyalists for example, it does not correspond with the Player 1 I had assigned on the map.
What I mean is that the Player 1 I assigned to a keep on the map editor does not correspond with Player 1 when making the local game and choosing factions etc.
Re: Custom made maps
Just check again if you assinged the starting positions in the right place, otherwise you could make a bug report, but I don't think this has happend before.
Re: Custom made maps
at Configure Game screen, uncheck 'Shuffle Sides' tickbox.
Re: Custom made maps
Are you making a solo or multiplayer game? You said it was to play "by yourself".
The editor isn't finished yet, it makes half-baked maps which work, but lack a lot of things. But usually they play fine on solo (when launched through "Multiplayer/Local Game").
If you want more sophisticated things or a real multiplayer, you'll need to edit the resulting scenario ("something.cfg") and add WML code. See WML Reference Guide. Check also this for the basics.
Now for the simple editor-only, "Multiplayer/Local Game" launched games:
- It seems you just made a simple map (.map). In your case it would help you if you turned that into a scenario*, as maps are very limited.
- I never had to define starting points in a scenario. Actually at first I did, then one time I forgot, and the scenario worked just as well. Starting points are apparently only important for campaigns, defining where your army will spawn in the next scenario map.
- Keeps don't belong to anybody. Put a recruiting unit on them, and it will use it. So, if you want your enemy to spawn on a given keep, just place the recruiting enemy unit on (or near) it. Obviously this is a scenario-only feature*.
I never met the error you mention, so I have no idea what the problem is. But it would help if you posted the faulty map here. To find it, check this.
* To turn a map into a scenario, open it in the editor, save it using "Save Scenario As". Save it in the "Scenario" folder (important!), with the extension .cfg. Your King.map will become King.cfg. Don't worry, you still have your original King.map if something goes wrong.
Then, open that new scenario in the editor, and go to the "Sides" menu. There you add "sides" (warring parties). Click "Add Side", then "Edit Side" a couple times until you have all the factions you'd like to have (player, enemy 1, enemy 2, and so on).
Choosing a side in that menu, you can all of a sudden access the "Unit" icon on the right side; Use it to give all present factions a recruiting "Boss" unit. Chose the unit type and race and place it on a given keep, then right-click on the unit, check "can recruit" and uncheck "can be renamed". You can add other, non-recruiting soldier units if you want, just don't forget to select the side before placing them. If you want, you can also assign villages to a given side, so they won't waste time capturing them (icon looking like a house). Makes for a faster start.
Save.
From this point on, your map should be fully playable through the "Multiplayer/Local Game" menu.
If you want to refine it further, see above, you'll need to master WML (but its bark is worse than its bite).
The editor isn't finished yet, it makes half-baked maps which work, but lack a lot of things. But usually they play fine on solo (when launched through "Multiplayer/Local Game").
If you want more sophisticated things or a real multiplayer, you'll need to edit the resulting scenario ("something.cfg") and add WML code. See WML Reference Guide. Check also this for the basics.
Now for the simple editor-only, "Multiplayer/Local Game" launched games:
- It seems you just made a simple map (.map). In your case it would help you if you turned that into a scenario*, as maps are very limited.
- I never had to define starting points in a scenario. Actually at first I did, then one time I forgot, and the scenario worked just as well. Starting points are apparently only important for campaigns, defining where your army will spawn in the next scenario map.
- Keeps don't belong to anybody. Put a recruiting unit on them, and it will use it. So, if you want your enemy to spawn on a given keep, just place the recruiting enemy unit on (or near) it. Obviously this is a scenario-only feature*.
I never met the error you mention, so I have no idea what the problem is. But it would help if you posted the faulty map here. To find it, check this.
* To turn a map into a scenario, open it in the editor, save it using "Save Scenario As". Save it in the "Scenario" folder (important!), with the extension .cfg. Your King.map will become King.cfg. Don't worry, you still have your original King.map if something goes wrong.
Then, open that new scenario in the editor, and go to the "Sides" menu. There you add "sides" (warring parties). Click "Add Side", then "Edit Side" a couple times until you have all the factions you'd like to have (player, enemy 1, enemy 2, and so on).
Choosing a side in that menu, you can all of a sudden access the "Unit" icon on the right side; Use it to give all present factions a recruiting "Boss" unit. Chose the unit type and race and place it on a given keep, then right-click on the unit, check "can recruit" and uncheck "can be renamed". You can add other, non-recruiting soldier units if you want, just don't forget to select the side before placing them. If you want, you can also assign villages to a given side, so they won't waste time capturing them (icon looking like a house). Makes for a faster start.
Save.
From this point on, your map should be fully playable through the "Multiplayer/Local Game" menu.
If you want to refine it further, see above, you'll need to master WML (but its bark is worse than its bite).
Re: Custom made maps
Eagle_11 wrote:at Configure Game screen, uncheck 'Shuffle Sides' tickbox.
Thanks dude, this was exactly what I needed.
To kurt751, thanks for the big paragraphs, but issue already solved.

Re: Custom made maps
How can i use mods in scenario editor? For example, i want to use Ageless Era in my scenario.