Opening Dwarven Doors

Discussion and development of scenarios and campaigns for the game.

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redbeard2
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Opening Dwarven Doors

Post by redbeard2 »

I am in the process of building a campaign focusing on the foundation of Dwarven Doors, its a semi-spinoff from my previous campaign Reign of the Great Chief. Should be about 6-7 scenarios, 2 of which are mostly done.

Problem is I borrowed and modified a map from Northern Rebirth that pictures Dwarven Doors (centuries later), and when I tried reopening it I got a message:

Error Loading Map
There was an error (format) while loading the file:
A terrain with a string with more than 4 characters has been found, the affected terrain is: editor.

I guess this means somehow I made a terrain spot the computer doesn't like, I have no idea what it would have been, and I don't know how to fix this. Somehow maybe copying from another campaign it got mad? I did that with my previous campaign (took a map from a mainline and changed it) and nothing bad happened, any suggestions? I might have to just redo the entire map, which I am not happy about but it doesn't let me look at the map at all.

Nothing in the scenario file itself could do this could it? I can't imagine...
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Re: Opening Dwarven Doors

Post by Lord-Knightmare »

A terrain with a string with more than 4 characters has been found, the affected terrain i
Extra whitespace somewhere.

Does this not open on map editor?

Just upload the map file here, I will take a look tomorrow.
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redbeard2
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Re: Opening Dwarven Doors

Post by redbeard2 »

03_Flooded_Foothills.map
(745 Bytes) Downloaded 94 times
Let me know what you can find, I appreciate any help. And yes, on the map editor it is not opening, the first 2 maps work fine, those maps were my original creations entirely.
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Re: Opening Dwarven Doors

Post by Soliton »

That's obviously not a map file? That's your scenario file. Don't call it .map. That's confusing.
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redbeard2
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Re: Opening Dwarven Doors

Post by redbeard2 »

Soliton wrote: October 27th, 2024, 5:49 pm That's obviously not a map file? That's your scenario file. Don't call it .map. That's confusing.
Not a map file...that is quite odd, if what is saved there isn't a map at all I have no explanation as to what it is. The text/code scenario file for scenario 3 is a normal cfg...I guess I just delete whatever that map/not map thing is and restart on my third map...
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Re: Opening Dwarven Doors

Post by Lord-Knightmare »

redbeard2 wrote: October 27th, 2024, 1:45 pm 03_Flooded_Foothills.map

Let me know what you can find, I appreciate any help. And yes, on the map editor it is not opening, the first 2 maps work fine, those maps were my original creations entirely.
This is NOT a .map file. :shock:

If you see the code, it references a map_file="03_Flooded_Foothills.map", which means that .map file is inside your maps folder of the add-on.
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Re: Opening Dwarven Doors

Post by gnombat »

redbeard2 wrote: October 28th, 2024, 3:18 am Not a map file...that is quite odd, if what is saved there isn't a map at all I have no explanation as to what it is.
I presume you clicked "Save Scenario As" instead of "Save Map As"?
redbeard2
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Re: Opening Dwarven Doors

Post by redbeard2 »

gnombat wrote: October 28th, 2024, 8:45 am
redbeard2 wrote: October 28th, 2024, 3:18 am Not a map file...that is quite odd, if what is saved there isn't a map at all I have no explanation as to what it is.
I presume you clicked "Save Scenario As" instead of "Save Map As"?
If accidentally clicking save scenario after I did the map would do such a thing, that’s the best explanation. I have never knowingly hit that button…apparently it will kill the map if you do that…any way to undo that sort of error?
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Re: Opening Dwarven Doors

Post by Lord-Knightmare »

Unless you use version control and saved the map file in a commit, then no.
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redbeard2
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Re: Opening Dwarven Doors

Post by redbeard2 »

Lord-Knightmare wrote: October 28th, 2024, 12:50 pm Unless you use version control and saved the map file in a commit, then no.
Ha yeah, don’t even know what that stuff is, so no, oh well, it’s gone…
Thanks for attending to my silly problem, I’ll keep working on it and will post again in a few months once it’s done.
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Re: Opening Dwarven Doors

Post by white_haired_uncle »

Seems odd that it would just be gone. I'd think at some point you'd get a warning like if you tried to close the editor with unsaved changes, or if you tried to overwrite the existing map file with your new scenario. Any chance you accidentally saved the scenario (with name foo.map) in the scenario directory and your actual map file is still in the map(s) directory? Or something.
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redbeard2
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Re: Opening Dwarven Doors

Post by redbeard2 »

white_haired_uncle wrote: October 28th, 2024, 7:25 pm Seems odd that it would just be gone. I'd think at some point you'd get a warning like if you tried to close the editor with unsaved changes, or if you tried to overwrite the existing map file with your new scenario. Any chance you accidentally saved the scenario (with name foo.map) in the scenario directory and your actual map file is still in the map(s) directory? Or something.
I poked around to see, so far no sign of things, and Load Recent didn’t find it, which should have worked if it still existed, I would have thought…
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redbeard2
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Re: Opening Dwarven Doors

Post by redbeard2 »

Opening Dwarven Doors is now uploaded at version 1.0.0

It is comprised of 7 playable scenarios and 1 cinematic scenario, playing mainly as outlaw faction. I have deliberatly made time limits fairly generous so that people may do exploration and find extra items, and for the most part carry-over gold isn't a factor.

Campaign largely draws on the description on the website on the dwarves allowing humans to live in outside areas they don't like being in, and is a partial spin-off of my first campaign, Reign of the Great Chief.

Intended difficulty is similar to RotGT, around medium, experienced players should be able to get through Easy and Normal without breaking much of a sweat, Hard might be a challenge, but not too bad. If it's too easy, I can make adjustments, of course.

Please give any feedback and comments on how to improve or anything else.
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redbeard2
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Re: Opening Dwarven Doors

Post by redbeard2 »

Got some feedback for scenario 4 that it needed clarification, mainly you need to get a unit to the dwarvish prison before doing anything else, if you try to do anything else (fight saurians or infiltrate the valley) before freeing the dwarves, you will certainly fail.

Once you get to the door you will be able to recruit normally, it'll be clear when you do it. I had been assuming the intro dialogue made this clear, but of course hard to know when I'm the creator.

Let me know if this is sufficiently clear, or if there is a better way to phrase things or convey "get to the dwarves before trying anything else".
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redbeard2
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Re: Opening Dwarven Doors

Post by redbeard2 »

Also added objective notes for scenarios 5 and 8 on killing the fungus, just so it is clearly written down on how to handle it.
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