Murteas

Murteas

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

Ok, posted first version of the simplified Quest Creator (see OP). It isn't prettified yet, but it will make quests of a couple types. Feel free to try it out. I am going to watch the downloads/feedback to see if this is something that people really want or if I should just work on a tutorial for the more advanced version.

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[quote who="parrottmath" reply="221" id="3270278"]Those turn based events can be put in the game directory where the other quests are located. (No need to change any files just copy your files there) and they will work in game. Until they sort out getting the game to correctly read the other directory, this is at least a temporary fix. (Not recommending it, but if you are desparate it works). Good work on this stuff Murteas.[/quote] Agreed. Good point.

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So this is obviously really important to you, because I just read all your posts and they are all variations on the same theme - why can't I change the environment my faction lives in, the factions (graphics I assume because you never comment on the actual gameplay differences) are not different enough. I suggest you actually play a whole game, I think you'll find there is a lot more to the game besides the simple environment differences, or lack thereof. Just my suggest

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Apparently the Population count will work, but turn based events won't (I could have sworn they worked in the beta). In any case, Derek responded in the post, so hopefully they'll fix it eventually.

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Yes, please, this would be a big step for the modders. There are some coders that wouldn't mind helping out by looking at it (myself included).

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Derek, here are the screenshots you requested: 1) http://screencast.com/t/VYwoUo1Ei8 2) http://screencast.com/t/Hl6ODq0u 3) http://screencast.com/t/XuqirC3dVeA I should note that I am able to run other mods without issues, so I assume the datazi

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I have created a very basic random event, and when I went to test it (set the trigger chance to 100%), it actually spawned the Alchemist's offer (where you get the sand golem's sand). You should be able to reproduce the problem by putting this quest in your mods folder: https://dl.dropbox.com/u/12727985/QuestWizard_TheTravellingCircus.xml You'll notice at

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[quote who="thehendle" reply="217" id="3269702"]Hi! A lurker here... Murteas, I've been playing with your Quest Editor for a couple days and I'm having the same problem. I can get quests associated with a physical location to show up and work properly, but anything built on a timer is not producing one of my quests, it's pulling one of the events from the core game instead. I almost wondered if there was some quest/event index it was pulling from. [/quote]

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If anyone is in the mood to help out. Could you try this quest and let me know if it works for you. I keep getting the Alchemist's offer quest (even though this should be a random event after turn 3). I'd appreciate any help. I think my install might be messed up. https://dl.dropbox.com/u/12727985/QuestWizard_TheTravellingCircus.xml

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Heavenfall, Just PM'd you with my results. The beta looks good no errors/crashes. I'll still play to see if I can find any bugs, but so far so good.

1,118 Replies 2,452,425 Views

[quote who="Heavenfall" reply="466" id="3266816"]For the next version of Stormworld I'm adding some recruitable monsters to the Civilization tech tree (like you can recruit Ogres/Trolls/Dragons). Do people want those types of recruitables in their own submod (requiring ExpandedFactions) or should I place them in Stormworld_Quests (which is sort of the catch-all adventure content submod)?[/quote] I would always use them, so I am voting to include them as p

1,118 Replies 2,452,425 Views

Those with problems crashing. You may try to download and install .NET manually to see if it fixes the problems (either do a reinstall or a repair install). Here is the link to .NET 4.0 http://www.microsoft.com/en-us/download/details.aspx?id=17851

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[quote who="Heavenfall" reply="25" id="3264929"]Yeah they're expensive. I still have my license from my old company.[/quote] Good deal that. Ok, well this is something my son is interested in, so maybe I'll have to invest in a 3d modelling program, we'll see.

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Those look really good. I have tried for years to do modelling of any sort. I have come to the conclusion that I will never be any good. So, which program do you use, isn't Max/Maya both pretty expensive? I've always used Blender, but I am game to use something else if it is a reasonable price.

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[quote who="Aerion Istari" reply="211" id="3264686"]Murteas, This is what I had in mind for a Tree View. Basically, you're displaying the entire quest in a clear, easy to understand set of steps that can be drilled down into to see where everything is. (Note the Plus (+) and Minus (-) signs in the far left column that allows you to expand each section. How granular you allow the drill down to go is up to you and can be done in stages. I would start by ju

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[quote who="stars2heaven" reply="207" id="3264349"]I'm having trouble with the program crashing the instant I click "create quest". I don't think I've done anything wrong but I'm not sure what to do differently. [/quote] Do you have the game installed on the same computer you are running the quest wizard? Does it give you a popup at all when it crashes? If so can you post what it says? [quote who="The_Kezz" reply="208" id="32644

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[quote who="Aerion Istari" reply="203" id="3262883"]I do think this is a worthwhile tool and I'm glad you took it on. I'd offer to help you with it but you indicated you feel you have enough help already so I've held back. However, if you change your mind, let me know and I'll be glad to pitch in. I think the advantage of having the Wizard I described is that it gives the ability for noobs like me to create basic quests then start to add to them as my imaginat

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[quote who="ruskyandrei" reply="8" id="3262802"]Why doesn't it actually go through the steps though ? Can't be too difficult, most steps are about going from A to B, fighting something and selecting an option. I just think it would be easier to actually have the AI try and do each step just like the player would be easier than trying to abstract the whole thing behind a roll (if you want that roll to make sense at least, you could always just put some simple roll check and

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[quote who="Aerion Istari" reply="201" id="3262679"]What you've done so far looks impressive!! Kudos to you! Here's my feedback on the your tool. First I'll start out by saying though I have done a lot of modding, I've never before done any modding on quests so I don't know anything about them. I think the Quest Editor should be easy enough for a "Quest Idiot" like me to use it. 1> Because I know nothing about quests, I had a hard time

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[quote who="Heavenfall" reply="199" id="3261932"]I just crashed when I tried to delete a choice from an objective. It was the second objective out of two, it required a resource to take.[/quote] Any chance you can send me the "problem" quest? Sometimes it is very specific to the situation. [quote who="Heavenfall" reply="198" id="3261915"]A small thing, the quest difficulty slider goes weak -> average -> strong, in-game it

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