Okay, I uploaded the new version of the Quest Creator (have the fetch item type of quest added with or without monsters). Hopefully it gets approved soon. Let me know if it doesn't show up for a while and I'll post it somewhere else.
Murteas
I actually really like the wildland color - I wish that tarth had that, and that the wildlands were something more hazardous (i.e. yellow and black hazard symbol, or skulls with a red background). Can we make the borders two colors I wonder? That would solve a lot of issues. One for the line, One for the glow. edit: I should say that given the current circumstances, I like the new tarth color, it is distinct enough from the wildlands.</p
I'm 35. First heard about stardock and GC while hanging out on the MOO III forums. Played GC, GCII, Sots,DG,EWoM, and of course FE
Agreed, we need to get the process figured out. It needs to be minutes, not days before something is available.
Dang, I thought the upload was approved. It had one download. Must have been the SD folks who download and approve. I guess we are still waiting. The application is a click once install you should find the actual install files here (where the obfuscated folder name is long Alpha-numeric string - for me it is C:\Users\Dave\AppData\Local\Apps\2.0\4QHM6ZEO.9EP\LH9K9E4J.4Q9). On windows Vista and Windows 7, you will find the
Heavenfall you should totally put up a donate link. At least so i can donate. [e digicons]:andrew:[/e] Plus if you need some models, i have some from a game i am making, what format are you looking for? just 3dsmax? edit: Totally understand about not wanting to have to create to someone else's desires. I guess for now do what you want and if you want to do something really cool that is going to take some money, ask around in the foru
You are correct. The download is now available.
It should just take you to the wincustomize page. You probably can just go to the quest wizard page and then search for the basic creator. I just checked and both work for me. If you still can't get it, let me know and I'll post it on a secondary link.
Stardock hasn't broken our mods. Unless you are talking about the improvements they are making in their own patches. I don't know, for me with stormworld mod or master's affliction I am loving the differences in the factions/heroes/units. Even vanilla, the factions play quite differently. :shrug: To each his own, I hope you find a game you like.
[quote who="Frogboy" reply="60" id="3270381"]The AI players forums are howling at getting screwed in 1.01. The Krax, in particular, are sending some rather...unkind emails to me right now.[/quote] LOL - This made my day. :)
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.
[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.
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
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.
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).
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
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
[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]
Hooray!!! Congratulations!
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
Working on a basic quest wizard today. I'll have something to try out soon.
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.
I haven't crashed. you want to upload and i can test with the beta patch if its helpful.
[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
This looks awesome. I'll have to try it out. Great Idea!