Vendraxis Prophecy, 1.16/1.18, Saurian Campaign

Discussion and development of scenarios and campaigns for the game.

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Straff
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Re: Vendraxis Prophecy, 1.16, Saurian Campaign

Post by Straff »

The Saurian Brawler has no image, because of a wrong image path.
"units/saurians/campaign/S1-brawler/recruit.png" -> path in the unit.cfg
"units/saurians/Campaign/S1-brawler/recruit.png" -> actual path to the image
I wonder nobody else has reported this before.
And I wonder why no image not found is displayed.
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Refumee
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Re: Vendraxis Prophecy, 1.16, Saurian Campaign

Post by Refumee »

Straff wrote: March 15th, 2023, 6:18 pm The Saurian Brawler has no image, because of a wrong image path.
"units/saurians/campaign/S1-brawler/recruit.png" -> path in the unit.cfg
"units/saurians/Campaign/S1-brawler/recruit.png" -> actual path to the image
I wonder nobody else has reported this before.
And I wonder why no image not found is displayed.
@Straff on what version is your Vendraxis Prophecy campaign? I tried to find that missplaced string, but I wasn't able to find it.
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Straff
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Re: Vendraxis Prophecy, 1.16, Saurian Campaign

Post by Straff »

Wesnoth version: 1.16
Your campaigns version: 0.9.1
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Refumee
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Re: Vendraxis Prophecy, 1.16, Saurian Campaign

Post by Refumee »

Sorry, I was blind.
I fixed it. Will be up in the next minutes.

@straff thanks for the Feedback :)

New Version is up.
Added a new Knifethrower variant for the thiefs.
A new advancement for the dragonfly rider.
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Refumee
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Re: Vendraxis Prophecy, 1.16, Saurian Campaign

Post by Refumee »

Version 1.0.0 is out. I added everything what I wanted to add :)
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Straff
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Re: Vendraxis Prophecy, 1.16, Saurian Campaign

Post by Straff »

scenario 07 snowpass (Wesnoth version1.16 / your campaigns version 1.0.0)

This event triggers again and again and again and again....
Maybe it needs a first_time_only=yes

Code: Select all

		#second appearance of vendraxis
		[event]
			name=enter hex
			first_time_only=no
			
			[filter]
				x = 6-15
				y = 15-21
				side=1
			[/filter]
				[if]
					[variable]
						name=kill_Vendraxis1
						boolean_equals=yes
					[/variable]
					[then]
Last edited by Straff on March 22nd, 2023, 8:09 pm, edited 1 time in total.
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Refumee
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Re: Vendraxis Prophecy, 1.16, Saurian Campaign

Post by Refumee »

Yes thats the problem. Strange that this never happend with my test runs... Maybe a testing oversight.

Thank you for the feedback.
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Straff
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Re: Vendraxis Prophecy, 1.16, Saurian Campaign

Post by Straff »

scenario 07 snowpass (Wesnoth version1.16 / your campaigns version 1.0.1)

Reshan (the Drake leader)
He is trying anything to commit suicide. Why does the player lose the game if he kills himself? He's not important to the story.
------------------
At the end of the scenario, a lone saurian lich waits in the cave. He's in a castle, but he's not recruiting. He's pretty easy to beat.
Is that intended?
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Refumee
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Re: Vendraxis Prophecy, 1.16, Saurian Campaign

Post by Refumee »

Reshan is kinda important for the Last scenario. I realized the same he got a suicidal behaviour... I actually want him stationary. Did not quite get it done.
Maybe give him the guardian ai?
Tomorrow after work I'll work on that problem. I guess an event cage for reshan would be suitable, so that he cant leave his mountain.

The saurian lich should be easy to beat. I just wanted some undead leaving the caves.
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hermestrismi
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Re: Vendraxis Prophecy, 1.16, Saurian Campaign

Post by hermestrismi »

Refumee wrote: March 23rd, 2023, 8:26 pm Reshan is kinda important for the Last scenario. I realized the same he got a suicidal behaviour... I actually want him stationary. Did not quite get it done.
Maybe give him the guardian ai?

The saurian lich should be easy to beat. I just wanted some undead leaving the caves.
I don't know if this still working but did you tried to add
if he is a leader:

Code: Select all

[side]
...
[ai]
passive_leader=yes
[/ai]
[/side]
or, if he is a regular unit, you can manipulate the ai of the side

Code: Select all

[ai]
aggression=0.3 #for example
caution=0.7
[/ai]
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Refumee
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Re: Vendraxis Prophecy, 1.16, Saurian Campaign

Post by Refumee »

That was quick. I'll try that tomorrow.
Thank you very much ^_^
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Refumee
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Re: Vendraxis Prophecy, 1.16, Saurian Campaign

Post by Refumee »

Fix is up.

Reshan is allowed to die now. He just "retreats" now.
He's passive now. Thanks @hermestrismi this code worked.

Code: Select all

[side]
...
[ai]
passive_leader=yes
[/ai]
[/side]
I considered to change the Vendraxis Faction for this scenario and decided again against it.
I believe the scenario is hard enough.
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hermestrismi
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Re: Vendraxis Prophecy, 1.16, Saurian Campaign

Post by hermestrismi »

Refumee wrote: March 24th, 2023, 3:38 pm Fix is up.

Reshan is allowed to die now. He just "retreats" now.
He's passive now. Thanks @hermestrismi this code worked.

Code: Select all

[side]
...
[ai]
passive_leader=yes
[/ai]
[/side]
I considered to change the Vendraxis Faction for this scenario and decided again against it.
I believe the scenario is hard enough.
i am glad it worked
you can add many options by the [ai] tag including orders to retreat to a point from the beginning or in a specific turn. Also, there is some retreat factors like retreat injured units or retreat and regroup before attacking etc. The only disadvantage here is that, if you used too many factors, the game may slow down..
check the wiki about [ai] tag
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hermestrismi
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Re: Vendraxis Prophecy, 1.16, Saurian Campaign

Post by hermestrismi »

this is an example of many stages of retreating but only if the player side cleared the shroud
Attachments
18_Withdrawing.cfg
(8.74 KiB) Downloaded 55 times
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Refumee
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Re: Vendraxis Prophecy, 1.16, Saurian Campaign

Post by Refumee »

Oh that is very cool. I just use the AI right know just for side focus.
That "recruitment_diversity=0.8" is very interesting. I think I use it for the adventurer AI.
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