Murteas

Murteas

Joined Last seen Member # 698520
7 Posts 180 Replies 28,884 Reputation

Sean, my guess is the .Net 4.0 installation is causing the problem. Really you shouldn't run into any problems other than that, it is a pretty generic .Net app otherwise (although if you install it when the game isn't install I can see you crashing as it looks for the game files). I'll see if I can think of anything else to suggest for the install problems. Right now I would uninstall from the program uninstall menu (under F for Fallen Enchantress Quest Wizard :

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[quote who="cardinaldirection" reply="165" id="3251661"]PM'ed you some new buttons; hit me back when you finalize the dimensions for the inside windows and I'll tailor up some backgrounds specific to each page.[/quote] The problem is the inside windows can grow. I need to just set a max size on them and have them start at that size so they don't get bigger. Things like the Objectives page can start out virtually empty and then grow quite a

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So I don't think this works. At least it seems to completely ignore the nextObjectiveID within the conditions. Sean (or anyone) do you have a working quest that does this?

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Finally, I am back to the modern world. Yeah, the whole you can't install from this location was because I changed the directory structure of my app at some point so you have to uninstall and then reinstall if you are updating from that version. Shouldn't be a problem in the future.

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Hi guys, in my work with the Quest wizard I have tried many variations of objectives and choices and battles. One thing that I can't get to work correctly is to figure out what will happen when I lose a battle in a quest. Does anyone have a good feel for what happens for an objective that has a battle victory as a condition? The core quests used to have a failure condition when the battle was lost, but that was taken out a couple of builds

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[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

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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

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[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

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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

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[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

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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.

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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.

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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.

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[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?

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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.

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[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

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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! :)

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[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

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[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

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