Eastern Invasion
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Eastern Invasion
This is the thread for the mainline campaign Eastern Invasion, written by turin.
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Original Post:
Hello-
I'm working on a loyalist campaign now. I already have the basic plot. I am wondering if anyone wants to playtest my completed levels (i am done with two).
Thus i want to know if i should just post the new files as attachments, or what. There are two map files, two scenario files, an image file, a unit file, and you have to change the game file to access the campaign from the 'campaign menu. So tell me how i should make them accessable.
---
Original Post:
Hello-
I'm working on a loyalist campaign now. I already have the basic plot. I am wondering if anyone wants to playtest my completed levels (i am done with two).
Thus i want to know if i should just post the new files as attachments, or what. There are two map files, two scenario files, an image file, a unit file, and you have to change the game file to access the campaign from the 'campaign menu. So tell me how i should make them accessable.
Last edited by turin on September 30th, 2007, 3:12 am, edited 1 time in total.
Re: Loyalist Campaign
You don't have to do this.turin wrote:you have to change the game file to access the campaign from the 'campaign menu.
Just put the [campaign] tag in the same file as your first scenario file, and it will work fine.
I suggest distributing it as both a .tar.gz and a .zip file.
David
“At Gambling, the deadly sin is to mistake bad play for bad luck.” -- Ian Fleming
Here they are. These are just all of the files, you will have to put them in the directories yourself.
this is where the files go on my machine, which runs Linux.
starting from /usr/share/games/wesnoth-data-
Sergeant.cfg in data/units
human-sergeant.png in images
loyalistmap1 im data/maps
loyalistmap2 in data/maps
The_Outpost.cfg in data/scenarios
Escape_Tunnel.cfg in data/scenarios
deaths2.cfg in data
^UPDATE^
^^^^^^^^^
this is where the files go on my machine, which runs Linux.
starting from /usr/share/games/wesnoth-data-
Sergeant.cfg in data/units
human-sergeant.png in images
loyalistmap1 im data/maps
loyalistmap2 in data/maps
The_Outpost.cfg in data/scenarios
Escape_Tunnel.cfg in data/scenarios
deaths2.cfg in data
^UPDATE^
^^^^^^^^^
Last edited by turin on February 22nd, 2004, 7:36 pm, edited 1 time in total.
For I am Turin Turambar - Master of Doom, by doom mastered. On permanent Wesbreak. Will not respond to private messages. Sorry!
And I hate stupid people.
The World of Orbivm
And I hate stupid people.
The World of Orbivm
OK, got it installed.
I added in game.cfg:
and removed a (spurious?) "[campaign]" from The_Outpost.cfg
Also, playing in danish it doesnt just default to english in the beginning - instead you hear Konrad talk to delfador
Some strings need to be renamed i take it?
(i guess ill just play in english for now )
I added in game.cfg:
Code: Select all
[campaign]
id=loyalist_campaign
name=Loyalist Campaign
first_scenario=The_Outpost
difficulties=EASY,NORMAL,HARD
[/campaign]
Also, playing in danish it doesnt just default to english in the beginning - instead you hear Konrad talk to delfador
Some strings need to be renamed i take it?
(i guess ill just play in english for now )
um... i took those lines out of game.cfg because Dave told me to. And it works with the lines in The_Outpost.cfg, i tested it.kittel wrote:I added in game.cfg:
and removed a (spurious?) "[campaign]" from The_Outpost.cfgCode: Select all
[campaign] id=loyalist_campaign name=Loyalist Campaign first_scenario=The_Outpost difficulties=EASY,NORMAL,HARD [/campaign]
Also, playing in danish it doesnt just default to english in the beginning - instead you hear Konrad talk to delfador
Some strings need to be renamed i take it?
(i guess ill just play in english for now )
I don't know anything about translations, and since i just did this for fun, no one else will translate it, probably.
For I am Turin Turambar - Master of Doom, by doom mastered. On permanent Wesbreak. Will not respond to private messages. Sorry!
And I hate stupid people.
The World of Orbivm
And I hate stupid people.
The World of Orbivm
hmm... didnt work for me with 6.99.4. But maybe I am special or did something wrong (or it is only supported in CVS?).um... i took those lines out of game.cfg because Dave told me to. And it works with the lines in The_Outpost.cfg, i tested it.
Who knows?I don't know anything about translations, and since i just did this for fun, no one else will translate it, probably.
But what i meant was the following: Normally when playing in "danish", if something is not translated, the english text appears instead (which is fine). But it seems that here, some random dialogue from the main campaign appears instead.
I havent more than glanced at the code, but do I understand it correctly if this problem is attributed to the lines like this:
Code: Select all
[message]
id=msg1_1
...
(waiting to be corrected by someone who actually understands wesnoth code).
OK, just did some testing.
Quite interesting first scenario. I was very much on the defensive, but I guess thats the point.
Second scenario looks very promising, although i havent made it past round 7 yet (playing in medium here)
Basically i steer all my men to the right, and get stuck fighting some troll whelps. (more than stuck, they kick my behind).
And when the undead appeared behind me, I was more or less done for.
Also I found a bug: In scenario 2 Gweddry died, but I didn't loose and the game just went on!
All in all it looks quite promising. Cant wait til you make more (and I make it past scenario 2 )
Quite interesting first scenario. I was very much on the defensive, but I guess thats the point.
Second scenario looks very promising, although i havent made it past round 7 yet (playing in medium here)
Basically i steer all my men to the right, and get stuck fighting some troll whelps. (more than stuck, they kick my behind).
And when the undead appeared behind me, I was more or less done for.
Also I found a bug: In scenario 2 Gweddry died, but I didn't loose and the game just went on!
All in all it looks quite promising. Cant wait til you make more (and I make it past scenario 2 )
OK, tried second level once more. [warning: might be some spoilers below!]
This time it went quite differently.
The troll whelps didnt swarm me immediately but were more or less stuck in the 1-hex wide tunnel to the east of the first intersection. After I had gone south, the undeads and the trolls clashed in there, which was quite nice.
Then i went further on, but was trapped inside a room with a chest in it, with 20 troll whelps outside.
Managed to level a mage to a white mage, thus giving me some healing, and i could hold them off until the end of turns.
Quite fun - ill have another go at it now!
This time
This time it went quite differently.
The troll whelps didnt swarm me immediately but were more or less stuck in the 1-hex wide tunnel to the east of the first intersection. After I had gone south, the undeads and the trolls clashed in there, which was quite nice.
Then i went further on, but was trapped inside a room with a chest in it, with 20 troll whelps outside.
Managed to level a mage to a white mage, thus giving me some healing, and i could hold them off until the end of turns.
Quite fun - ill have another go at it now!
This time
Third times the charm i guess.
This time I wasnt crowded at the south.
I have a feeling that the reason for the huge differences in what the AI does, is because it doesnt cope well with these long 1-hex wide tunnels?
Also, when i reached the end of the tunnel, it didnt name me a winner, but instead the game just went on.
This time I wasnt crowded at the south.
I have a feeling that the reason for the huge differences in what the AI does, is because it doesnt cope well with these long 1-hex wide tunnels?
Also, when i reached the end of the tunnel, it didnt name me a winner, but instead the game just went on.
There is no trigger making you lose when Gweddry dies.
Oddly enough, when Mal-Bakral (the undead leader) dies, you lose- i have no idea why.
I know why you did not win- the trigger was set wrong. I'll fix that.
^UPDATE ABOVE^
^^^^^^^^^^^^^^^
Oddly enough, when Mal-Bakral (the undead leader) dies, you lose- i have no idea why.
I know why you did not win- the trigger was set wrong. I'll fix that.
^UPDATE ABOVE^
^^^^^^^^^^^^^^^
For I am Turin Turambar - Master of Doom, by doom mastered. On permanent Wesbreak. Will not respond to private messages. Sorry!
And I hate stupid people.
The World of Orbivm
And I hate stupid people.
The World of Orbivm
I agree- only one of the enemies can recruit second level on the first scenario, and none on the second. However, the first scenario is defensive, so i will let this one enemy recruit second level. However, i may make it so he cannot recruit blood bats, as they are so powerful.
These are the newest versions- sorry for updating them so often.
These are the newest versions- sorry for updating them so often.
For I am Turin Turambar - Master of Doom, by doom mastered. On permanent Wesbreak. Will not respond to private messages. Sorry!
And I hate stupid people.
The World of Orbivm
And I hate stupid people.
The World of Orbivm
This is correct. Please use ids that are unique across all scenarios.kittel wrote: I havent more than glanced at the code, but do I understand it correctly if this problem is attributed to the lines like this:
Which I guess means that the engine will search for the danish translation of the string with id "msg1_1". I think the fix is to change this to for instance id=loyalist_msg1_1.Code: Select all
[message] id=msg1_1 ...
(waiting to be corrected by someone who actually understands wesnoth code).
In fact, if you don't understand ids, don't use them at all. The only purpose of ids is to facilitate translations, and if you don't expect your work to be translated, don't use any ids at all, and if at a later time someone wants to translate it, you can add the ids in then.
David
“At Gambling, the deadly sin is to mistake bad play for bad luck.” -- Ian Fleming