[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
Murteas
[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.
[quote who="Derek Paxton" reply="3" id="3243335"] It isn't used for anything. I've removed it and added in new option to customize your factions skin and hair color. http://screencast.com/t/nsuWH7mWQh4L [/quote] Thank you! Thank you! I created a whole faction editor for this one feature (well that and I could create random factions with the click of a button).
I've hesitated to pick it up based on the sentiment that the walrus pathfinding is particularly bad. Can you comment on the vehicle controls and AI?
Any upgradable resource improvements show up in the cities build list (just like connected ones) Yes! I was waiting for this improvement. I can't tell you how many times I have missed an upgrade because I forgot to click on the improvement in an outposts area.
[quote who="DsRaider" reply="107" id="3241898"]You are updating this too fast! I keep having to re-install it. [/quote] You shouldn't have to uninstall first. It should just install over the top of the previous version. :) At least initially, I am trying to iterate quickly so that people will see their suggestions incorporated. Soon, I plan to slow down and release on a more regular schedule or release the source cod
Quest Wizard 0.4 released. New UI design. A bit cleaner and better looking. Minor bug fixes. New features will come next. Let me know what you'd like to see the most.
I think the best way to achieve this is with quest choices that lead to different outcomes and rewards. Already very possible. If you have a particular idea, I could whip up a quest in the quest wizard in a few minutes and you could play around with it. Or you could do the same. Choices are the key to making a quest available for both evil and good people, because you can't limit quests to races at this point.
Hmm....a quest that spawns another quest. Sounds like a feature for the quest wizard. I'll look into it. My favorite is the various random events. Meteor Strike is a good one. I also like the Spider & 3 brothers as that gives you different options for completing (and I love the brothers as units).
[quote who="cardinaldirection" reply="102" id="3239575"]Can we get the Basics page to open upon clicking the Create Quest button?[/quote] Absolutely, that makes sense (probably for the load button as well).
Weird. I have trying to get random events working for me (with the quest wizard) and I can never get it to quite work. The event actions never trigger, although I get the words for the event. I wonder if it has something to do with this.
It would be nice to not have it do this. Perhaps an easy fix would be to have no building selected by default and make the user select one before the build happens.
[quote who="cardinaldirection" reply="101" id="3238639"]Here's a final; on my way out but I'll PM you individual slices and work up some button states a bit later: Reduced 56%Original 1017 x 673[/quote] Looks great. I'll get it all updated once you send it. In the meantime, I have a bugfix release 0.310. It should fix a problem with some quests where you didn't have a quest location (random events), I
[quote who="cardinaldirection" reply="99" id="3238541"]Can we consolidate the entire main menu into one navigation on the left so as to remove the feeling of two screens; and lock the backgrounds inside the individual pages to the bottom left corner so they crop off naturally in the top right, instead of stretching them? Reduced 56%Original 1017 x 673 I feel Save makes most sense in the main menu, but I supposed it could (also?) be squeezed in after Rew
The game truly is great. It is awesome enough that I've devoted a lot (!!) of time to making the quest wizard. This is a game I plan on playing for a long time (well, that and it's expansions and sequels).
I have a spell in my personal Murteas' Grimoire that heals injuries (life lvl 4 or death lvl 4). I could share that spell. It's pretty pricey but it works. :)
Sounds good. I can add the graphics as soon as you have them ready. The more I look at the layout you've presented the more I like it. [e digicons]\o/[/e] Here is my simple screen shots in preparation for the real graphics. I've moved the controls so that I can quickly integrate your new stuff.
[quote who="Kongdej" reply="95" id="3238330"] Quoting Murteas, reply 94What do you think about the size for the app. Should we allow the app to be resized? What should the default size be? some of the quest editing windows need at least 700 px width right now. I was hoping to make it so that 1024x768 could still work, but maybe that is not a realistic limitation, does anyone still use that resolution? Random comment, you could have a few preset sizes... Like 1024x76