[quote who="seanw3" reply="161" id="3248348"]The bat hacked Kongdej's account! Will this be the end of our darkly animated hero? Find out next week: same Kong time, same Kong channel! I don't think it is set up with the population or turn triggers. I am sure it will be at some point. If you feel the need, just make a normal quest and then add in the event tags in the xml.[/quote] Actually, yes it has both population and turn triggers
Murteas
Version 0.51 is released. Has some fixes to the editing of quests and fixes some crash issues. Allows editing of the Objective ID. I'll still be without internet the rest of the night, just had a few minutes to submit a new build. :) Enjoy [quote who="The_Kezz" reply="153" id="3247187"]For some reason when ever I launch the Quest Wizard it crashes Any ideas why it does that?[/qu
I am going to be without internet the next couple of days. So don't think I've abandoned the quest wizard, just going to be out of touch for a bit.
[quote who="Heavenfall" reply="151" id="3246641"]A "pro-tip" for us quest makers. If you want to make a quest with multiple endings, don't make an objective for each ending (unless you need it). Just fail the quest from inside the choicedef and put the rewards in that choicedef. That way, you don't have to continue the quest to another objective just to end it there instead. If you have 5-10 different endings in a quest, it becomes confusing to keep track of so many objectives. Failin
Wouldn't it be awesome if the game could generate an AAR after you play? I would love to play and see what the computer said about what I did. I wonder how hard it would be to take the log and make a "story" out of it. Of course it would start out generic, but we could certainly add flavor to it. AAR generator...hmm just have think about that for a while. It will never be as good as a person writing an AAR, but it might b
[quote who="seanw3" reply="149" id="3246472"]This is some really high quality programming. I should have time to test the new version tomorrow. I just now got my trees back and need to play more endgame scenarios now that I figured out how to make the AI build massive armies. After that I should be able to test the editing feature. Really excited about this program![/quote] Make sure you download it again. I've been having upload problems all night, so before you start work
I found a bug in 0.5 with editing choices that will cause the wizard to crash. I've uploaded a fixed version. You may want to redownload. edit: It took a while to get the download up, so try it now.
Version 0.5 is up. Editing is in. I am sure there are some bugs, and you may not be able to edit everything (as something things may have been done behind the scenes). You may find some objectives are best to just delete and re-add (like the return to quest starting location or auto generated battles). In any case, please try it out and see if it works for you. Also, should have fixed some of the bugs you guys found.
Your faction/race editor seems more in depth than mine ever was, I never tried to do anything with the units. In any case, it is a good thing to have multiple options. I'm spending all my time right now with the quest wizard.
Edit of objectives is coming soon. Just trying to flush out the various bugs now. Glad to hear you guys are getting good use out of it! [e digicons]\o/[/e]
[quote who="Heavenfall" reply="141" id="3246076"]If I add several choices to the same objective that all require a resource, the ID is not updated appropriately for the choices. They all have ID 0.[/quote] I'll look at this. Is this when adding objectives to an existing quest (ie. loading a quest) or starting with a new quest?
If there is anything that is here https://forums.elementalgame.com/416167 that might be helpful from my faction creator. Let me know. It is something that I still use and I like your design. I'll follow this and see where it goes. Best of luck.
[quote who="Heavenfall" reply="133" id="3245230"]Btw if anyone is interested, I figured out an easy way to give choices available only to a particular faction. Create a custom resource, then give it like "Wealthy" to all sovs of a special race. Then you can require the resource for a particular choice. The resource is hidden, so the player doesn't have to know how you're doing it. In this quest I did, greenskin raid a farm, burning it to the ground. If you play undead, you
Version 0.4a uploaded. Fixes a bug that HF & sean identified with the objective generation (was making a blank objective in some cases). The version number will stay the same on the screen, but it is a new version. I had to branch the code from an earlier fix to get it out now. I'll go back to getting editing to work. Enjoy! :)
[quote who="seanw3" reply="126" id="3244870"]Some things I often do: Have two identical quests, except each choice has different outcomes. Need editing to make this easier to do. Glad you are working on adding that. Instead of failing after a battle is lost, you simply don't get the reward and the next objective is changed to reflect your pitiful failure. Give items in random loot that unlock special choices during certain quests. For instance, if you h
[quote who="seanw3" reply="130" id="3245095"]I think I am getting a bug from this: Obj. 0 is to go get an item Obj. 1 is to return it The Objective is 0 for the return quest. In the editor, I see no number for the current objective on what should be objective 1. I can change the Next Objective ID though. Seems like a bug. I also see this in the condition def, which I don't recognize: 0 There is a
[quote who="Heavenfall" reply="123" id="3244857"]Tru dat, the first thing I thought when the quest above worked was "okay... let's give it one more path!" [/quote] LOL. Yep that is exactly what I was hoping. So you really do want the objective editing working so you can just go in and add a choice. I'm working on it. I'll probably release a version and get your guys feedback on how to make it usable. Probably sometime in the next wee
[quote who="seanw3" reply="121" id="3244852"]In terms of difficulty, the editor might have some learning curve, but it is miles better than trying to do it in xml. I am pretty expert at it and it still takes me hours to do quests and get them right. Being able to use this to do the basic stuff saves us so much time and I think most people making quests are going to be smart enough to learn the system. I am currently using it to make the bare bones of my quests and then doing
[quote who="Heavenfall" reply="119" id="3244848"]I'm using 0.40, yeah, it says Item_34 for example. I think going for "more powerful" is a mistake. This is your project and all, I'm just giving my humble opinion. If the goal is to have lots of people make lots of quests... it needs to be easy to use.[/quote] So, then there needs to be a balance. Because one of the first things asked for pushed it from being easy to being complicated. I.e.
[quote who="Heavenfall" reply="109" id="3244741"]You should make it so we can't click save when any of the sub-windows are open. If I understand it correctly, you don't generate the XML until we click "done" in various places but I can still click save before I have done so, which makes quests where stuff is missing.[/quote] So, I have thought about this, sounds reasonable. I'll try to implement it. Note, you can change the xml before you save it, that is what
[quote who="Heavenfall" reply="115" id="3244840"]Ah right. So I need to alter stuff on the Order screen, I skipped that completely because it wasn't obvious what should be what. Shouldn't that be automatic for a simple quest like this? I know I requested multi-path quest support, but it also has to be easy for newbies right? Okay I go to Order screen and set Approach Tomb to 1. Then it worked in-game. Thanks! I really hope you have editing objec
So I loaded up the quest and here is what I saw in the order window: You just need to change it to 1. Meaning when I choose this choice I want to go to this objective.
[quote who="seanw3" reply="111" id="3244817"]Right above your encounter there is a Next Objective ID=0. That is looping the objectives. [/quote] Yeah,looks like your Approach the Tomb choice needs to have Next objective ID of 1. If you made this initially with the earlier versions of the quest wizard it may have messed you up. The current version should let you change the next objective IDs of the choices as well as the objectives themselves. &nb
Whoa!! I never really use autoresolve unless the fight is a complete waste of my time. However, after trying it out, I can confirm this problem as well. Yikes, this is a bad thing. Would love to see this fixed.
This was in the workshop before. So I assume it will be there again once that option is opened up to us.