Murteas

Murteas

Joined Last seen Member # 698520
45 Posts 994 Replies 28,884 Reputation

I'm going to ask questions here and hope we get Frogboy's responses: Is EventLocation required. Looks like sometimes we have it and sometimes not. If required, when is it required? Also, Internal name on the treasures, is it required? Only on the top level treasures?

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This is very helpful. I think the thing that has hung me up so many times is trying to accommodate all the variations and advanced quests. I'll try to take your advice and simplify a little bit.

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Here is a new version, with a bigger pattern in the middle.

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Version 0.1 is up. Give it a try. Still very early and missing major functionality, but you can make simple random events.

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[quote who="Heavenfall" reply="53" id="3228427"]I really like this one but the middle symbol is a bit hard to see in-game because it is so small. Is there any chance you could use the same sun model but expand the middle symbol out to the light yellow edges? [/quote] Yes, I can do that. I'll have to wait until after work, as I have the files on my home computer.

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Awesome. I will have an early alpha up today with the ability to make random events (simple ones like Frogboy's retribution).

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Couple of Logos have been posted in the Expanded Banners post. Let me know if you like any of them, or are looking for something different. I won't be able to work on it until tomorrow, but leave me a message and I'll see it then.

1,118 Replies 2,453,667 Views

Sorry, just assumed everyone could read my mind. [e digicons];P[/e] For example: [code="xml"] Map SpawnMonster 15 FireElemental -1 [/code]

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Sure, any help would be great. I'll post a link to the source code soon, and I already have it checked into Assembla. I am working with .net and c#, so that looks like it would fit with your skill set. For now, I am going to post questions as I find them and see what we can figure out. Trigger Origin - it is in some quests and some it is not. Why? There is only one value that I can tell EventLocation

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Edit: Here are the versions I've come up with so far. Any that you like? <

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[quote who="Heavenfall" reply="49" id="3227874"]Murteas, do you feel up to helping out with another logo? It is for the Lizardmen which will be the 13th faction in Stormworld_ExpandedFactions. Keywords: Pyramids, Symbols like Mayans, Sun worship, Swamps, Blood Magic, Circular time Something like this http://www.dreamstime.com/royalty-free-stock-image-mayan-incan-symbol-sun-star-image18353846 would be perfect to get that feeling of a slightly alien civilization

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Yeah. I'll be developing this in stages. Initially, I don't imagine it will be very friendly, but we'll get more and more friendly as we go along. I want to have pre-populated fields that the user can choose from, but I also want to make sure I can support modded/added monsters, locations, etc. For those I won't have anything pre-populated, so they'll have to be manually entered in. In any case, I'm sure I'll need lots of enc

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I've started this up again with the idea of it being a Quest Wizard, meaning it will guide you through making a quest, instead of just an editor. We'll see. I'll post screenshots and an alpha to try soon.

292 Replies 754,442 Views

Lizardmen would be great. I can see them as my new favorite. Just a note of thanks: I am loving (!!!) my current game as the Centaurs. I have been casting Tornado (air spell) all over the place to defeat the stupid hoarder spiders and troll groups that are going crazy out of the wildlands and have a big battle going on with the Elves & Living Stone (battle of expansion, not swords, yet :) ). The Elves even took a wildland

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Here is a sample .xsd class based on a few quests and random events (which are also quests). I've also generated a C# file from it. Hope it helps. I am going to make a Quest "Wizard" in the near future and this is my start, but if someone else wants to make a run at it here is a good place to start. Stardock Employees feel free to give us hints/corrections if we have missed something. Thanks! &nbs

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[quote who="azaquor" reply="43" id="3219157"] Quoting Murteas, reply 41Sure, I can upload the source. The challenge is going to be getting a good schema for the quest xml. There isn't one currently available, but maybe we can persuade Stardock to generate one. I worked on this last in Early February. Currently I have this checked in to an svn repository on assembla. If you have an account there I can share it with you if you want to keep it in a common place

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[quote who="azaquor" reply="40" id="3218987"] quoting postIf I had some .NET developers handy, I’d ask them to make a proper editor[/quote] [quote who="Murteas" reply="36" id="3218864"]I also have the code (which doesn't actually write XML yet), but I am willing to help with the editor or give advice if someone else wants to pick it up. Here is the code so far if anyone wants to try it out: http://dl.dropbox.com/u/12727985/Mods/Quest%20Editor.zip<br /

66 Replies 157,981 Views

So I made a faction editor before there was a faction editor (back before EWOM), and I still have it in the mod section. However, I have started and stopped on a quest editor several times. here is a screenshot of the latest version: I also have the code (which doesn't actually write XML yet), but I am willing to help with the editor or give advice if someone

66 Replies 157,981 Views