[eMOD] LH Quest: An Old Friend - v1

Quest: An Old Friend. Version 1

This is a new quest for Legendary Heroes.  It appears very early in the game, and will give the players a new dilemma to solve... or not!

This quest works well with Legendary Heroes 1.1 and 1.2.

I'd tell you about it, but then that'd spoil the surprise!  The title should give you a small hint, though...

The groundwork laid in this quest is intended to be continued in a followup quest, which I will release at a later time (i.e. when I get it done).

Spoiler: Note that the included NPC may be upgraded when new equipment becomes available, using the upgrades button, excluding certain items. Assuming that you get to keep him, of course...

 

Download here:

Quest_AnOldFriend_v1.xml

 

Installation instructions included in the readme. Essentially, just put stuff in the usual places, i.e.

Quest_AnOldFriend_v1 .xml file in the mydocuments/mygames/LegendaryHeroes/Quests folder,

Both .pngs in the mydocuments/mygames/LegendaryHeroes/Mods/Gfx folder,

and the  AnOldFriendStuff_v1.xml file in the mydocuments/mygames/LegendaryHeroes/Mods/Data folder.

 

This quest is essentially complete, and this should be the only version I'll need to release (knock on wood).  Kindly post any feedback that you may have, and let me know if there are any issues, etc.

Enjoy!

:thumbsup:

Note to self: If there is a v2, I just thought of a fun dialog option... "You want him back?"

20,613 views 17 replies
Reply #1 Top


Good Morning

NOTE: SPOILERS IN THIS POST!!!!

AN OLD FRIEND ... has started. As you indicated in being open to my critique, I'll use this post to make comments as I go along through the quest...

  • Before beginning, since you mention this quest only needing the one verison, I receive the impression that this may be small in design. Wouldn't it be better if it were a random quest or random event instead? (I say this without knowing the content of the quest)
  • Don't like how the Reward is Unknown. No other quest is like this. At the very least you should put the Scroll as being the reward. XD
  • Darrell is quite the well rounded OP character. No hero given in the game is THAT good. Not even Bacco! XD Recomend giving the hero some flaws and decrease his overall goodness....if he is to stay. Probably would even prefer that he be removed altogether as he could just be the messenger boy delivering the scroll. He's got no reason or need to stay.
  • Is Darrell suppose to be a henchman??? How do I know if he's splitting XP with me or not?
  • LOVE the fortress tile. If that's your design, WELL DONE!
  • I do not have the option to DISBAND Darrell.
  • I cannot buy/sell/trade with Darrell. Isn't he suppose to be a hero?
  • Upon reaching the Fortress, the text 'A mounted sand brute emerges from within,...' should be changed to 'A mounted sand brute emerges from its depths,...'
  • Upon reaching the Fortress, the text  '..., and may not win' could be further elaborated into '..., and you may not even win.'
  • Upon reaching the Fortress, the text 'Darrell replies "I've returned for my friend". change to 'Darrel responds "I've returned for my friend." (notice the period is now within the parenthesis)
  • Chose to do the battle....Great Battle! Probably wouldn't have won if I didn't pick up some Panca Archers along the way. LOVE 'and they have a TROLL.' XD
  • The closing text '...hobbles across the ruined fortress compound...' seems redundant. Perhaps '...hobbles across the ruined courtyard...'
  • Next text '...and offers to repay the favor by joining up.' should be '...and offers to repay the favor by joining you.'
  • Also 'Darrell likewise chooses to remain.' should probably be 'Darrell also chooses to remain.'
  • Did you know that Lady Loriantha has only a movement of 1 ?? Perhaps to represent the hobble? Interesting...but I'd sooner have a wound designed to reduce movement and apply that to the character so that one day she could be healed.
  • Lady Loriantha looks like she could have taken on those Darklings all by herself!!! Definately in need of a nurf for such an early on quest.
    • lose Procipinee's Crown. That is abusive.
    • Give her only Air 1
    • Keep the Weak, but remove one of the benifts anways....my vote would be to lose Attunement
    • I do like that she's a natural Commander.

What is a 'hero quest counter' ???? (saw it amongst the rewards)

Closing remarks....being given 2 heroes in this short a span in addition to the Fame chart.....I can see why you want to change the Fame chart. Imo, I'd remove Darrell completly, or at the least reduce him into nothing more than a squire type character. Perhaps design him out of a henchman. As is, he is just too powerful. Having Lady Loriantha as the reward at the end of the quest is decent enough...she's just a little over powered at the moment. Many other quests give heros as rewards...so this is acceptable.

My initial premise remains. I think this could easily be a random event or tied to a random quest without needing to be attached to a timeframe. Nothing would be lost flavorwise as this quest doesn't need to happen at a specific time. In it's current state, I probably would not keep it in my mods. I wouldn't like seeing this quest come up every time I played a game.

Great job! Really enjoyed plowing through this one.

 

 

Reply #2 Top

Hey GFirefly!

Glad you had fun!

SPOILERS!!!

 

 

 

 

To your points:

Darrell

Darrell is a 'unique' design.  Essentially, he is a single-member unit, and not a Champion.  This was deliberate, as I didn't want two Champions to be the reward amongst other things.  ALSO, this means Darrell can die in battle.  Sure, he's a missile user, but I've noticed that the AI loves sniping at him at later points in the game.  NOTE that Darrell's group size can NOT be upgraded... also, while he is slightly more powerful for now, do keep in mind that he doesn't get to play with accessories, special hero armors and such (he only has the unit upgrade path). His abilities/bonuses do help with this, but I don't think overly so.  Several of his bonuses are tied to shards as well... hmmm why would that be? (Plot point). 

So your 'squire' analogy isn't too far off the mark.  Darrell's design framework might give other quest makers some ideas r.e. recruitable quest NPCs...

And, while you might not immediately notice it, some accessories have different weights when calculating upgrades; essentially his Soldier Boots and Soldiers Gloves check Movement and Accuracy, not Defense for upgrades, although I don't think that you can do better than +1 Initiative/+5 Accuracy ingame currently with existing boots and bracers/gloves, at least amongst the equipment that beomes available to generic units. 

He's essentially designed to NOT slow your Sov stack down (at least until you get a mount, etc.), and will have a role in the followup quest(s).  Also, since he's a unit/NPC but not a Champion, he can't collect things/clear goodie huts for you, so while he'd otherwise make a great scout, you'll need a Champion or Sov for that purpose.  His abilities tie in to how we was able to escape the Wildings BTW, although one might wonder where he found the bow...

Darrell's boots are actually akin to Longstrider boots (hence the +2 to move instead of +1).  The other +1 Move comes from his 'mixed bloodline', which BTW will be elaborated upon at a later point/quest (It's not natural is all I'm sayin').

As for his mixed heritage, and unique blood abilities, there's a story behind that... which will be elaborated upon in the followup quest(s).

As for being able to/not being able to disband him, I hadn't noticed that before.  He doesn't have wages, though, at least the tag says so.  Not sure what to do on that one, but it may be a non-issue for most players - just sending him off to die in some (in)glorious battle is a way to get rid of him.

I'm strongly considering adding a 'fourth' dialogue option in the Fortress, for you 'evil' types, where you return Darrell to the Wilding leader in exchange for your friend, and maybe even a fifth option where you sell Darrell back to the Wilding leader.  Obviously the rewards need to be commensurate to such an act, and I have some ideas...

It occurs to me that Darrell might not survive long enough to make it to the fortress, so if he dies, or if Darrell is elsewhere for reason, some of the dialogue will make no sense.  I'll need to address that...

 

I'll be interested to see how well Darrell fares in the mid and late game (i.e. how well/often is he faring/surviving?).

Loriantha

Loriantha is, by design, an Administrator, and has been for much of her life.  Career choices aside, her handicap lends itself more to staying at home than adventuring.  Hence the hobble.  While this isn't clarified in the text - people don't brag about their birth defects, she's had this issue for a while, and as such it is not a 'curable' injury.  Loriantha isn't an ideal Adventurer type, and the Move of 1 kinda limits your desire to add her to your roving stack.  Procipinee's Crown is in place to allow Loriantha to have 0 cost enchantments cast on her, but maybe this is too much? 

As to your 'should have been able to escape on her own' comment, well there are probably more wildings out on patrol, and there are other reasons why she ended up being captured... I probably should elaborate on that further in the next quest installment!

BTW, she was designed using the Sov creator, with the only significant change being the limp (think Weak on steroids) and note that her path (Commander) is already set.  I like having her tend the store while the Sov is off doing battle, but of course each player will have their own ideas on this.  The -1 to move is also there to 'balance' the additional +1 to Research she provides BTW.

 

 

Other Points

As for that 'Quest Counter' thing?  This is the thing you've heard mentioned previously where we modder types create a resource that future quests can see, to let the game know that you have completed certain options in a quest.  It doesn't do anything else, but subsequent quests tied to a specific quest need a resource to see, hence this resource/reward.  I'd hide the reward, but there isn't an option for this.  Plus, it adds to the mystique...

As to your dialogue suggestions, I like them and will look at changing some of the dialogue.

 

I can't take credit for the Fortress tile itself, or the battlefield, both of those already exist ingame.  I just appropriated them for this quest (thanks Stardock for those!).

Delaying this quest to later in the game is certainly possible, but I like having it 'In Your Face' in the beginning, to distract you from empire building.  If I could but a 'timer' on it, to force you to resolve it earlier once you are presented with it, I would, but that's not really something we can check once a quest fires.

I see that you enjoyed the fight!  I think it's pretty well balanced and challenging, but did you have any thoughts?  It's a variation of another quest battle force of course, with the Troll twist and the leader being the rider instead of the Shaman...

The Reward - Unknown thing was deliberate, of course.  Made you wonder, at least... this is a pet peeve of mine - telling the player what to expect reward wise before he accepts a quest seems a little too precognative to me... I like keeping people in the dark.

 

Reply #3 Top


You have xml errors

<GameModifier>
                                                         <ModType>Unit</ModType>
                                                         <Attribute>BattleAutoCastSpell</Attribute>
                                                         <StrVal>NobleDarrell</StrVal>
                                                         <Value>100</Value>
                                                         <Provides>+1 Dodge per air shard, +1 Initiative per fire shard, +1 Defense per water shard, +1 Spell Resistance per earth shard, and +1 Health Regeneration per life shard in combat</Provides>
                                           </GameModifier></GameModifier>

an extra </GameModifier> here.

Also, you have an extra <EquipmentUpgradeDef>

<Equipment>Warrior_Surcoat</Equipment>
  <Equipment>Noblemans_Pants</Equipment>
  <EquipmentUpgradeDef>
  <EquipmentUpgradeDef>
   <SelectionCriterion>MaximizeBest</SelectionCriterion>
   <ComparisonAttribute>UnitStat_Attack_Pierce</ComparisonAttribute>
   <WeaponUpgradeType>Bow</WeaponUpgradeType>
   <EquipmentSlot>Weapon</EquipmentSlot>
   <ForUpgradeActionOnly>0</ForUpgradeActionOnly>
  </EquipmentUpgradeDef>

You should remove the bolded tags to prevent possible problems.

Reply #5 Top

A quick update.

Thanks to not being able to solving a dialogue tree issue, I'm restructuring this quest a bit.  As mentioned above, I'm introducing new choices, with different results.  The dialogue is sorta kinda working now, but since destroy unit has a very specific context in the tree, I couldn't delay the relevant choice until later.  No worries, I can do this the 'expected' way, it just won't be as much fun...

Also, I think I figured out a balance for this quest versus the AI.  Still testing this, but kinda focused on the new tree issues right now.  Redesigning quests isn't anything like dusting crops boy!

Anyways, I've added a significant amount of stuff to this quest, which is now somewhat longer/has more places to visit.  I should have the new version buttoned up within the next week if all goes well, but in the meantime, here's a tease...

Burning Fortress

Reply #7 Top

I've been otherwise distracted, but do still plug away at this as time allows.  Also, I haven't updated E:LH lately, so I need to do that and check my stuff to see what still works.

 

Reply #8 Top

Not a bump really, but a progress report.

As I think I mentioned above, I hit a wall of sorts with this quest.

Essentially, I was trying to introduce a decision making step, based on whether a certain NPC was in the party.  Essentially, they would tell you where to go next, but if they weren't there you'd be presented with several possible destinations.

This would spawn six 'goodie hut sites' to check out, with five of them being dead ends, and the sixth one giving you the next clue.

The problem is, as far as I've been able to determine, the quest engine is 'linear' and doesn't like 'multiple site choices'.  Playtesting goes fine if I visit the 'clue site', otherwise the quest just shuts down if I visit any of the other five sites first.  By design, all six sites look the same, otherwise it'd be easy to spot the right path, which isn't what I want (i.e. I do not want one site looking different than the other five).

 

In a recent E:LH playthrough, I came across a quest that sends you on a 'goose chase' of sorts, visiting 5-ish webbed locations before the 'spider den' is finally presented as an option.  I may end up going this way instead (i.e. npc in party - 1 location, no npc in party - string of locations you must visit in succession).

 

Unless anyone can point me to a 'multiple choice/several meaningless dead ends' quest implementation?

Reply #9 Top

Could you not spawn 5 goodie huts and spawn 1 correct quest goodie hut. The questing should check that you cleared the correct goodie hut via a question condition. I'm not sure how you are implementing these things, but the above should work.

Else, you could spawn several goodie-huts where you go to retrieve an item to receive the next clue in the quest. The clue could be given as treasure for clearing the goodie hut. Only one of the goodie-huts has the correct item, if you have NPC then you spawn 1 such goodie-hut, else you spawn your 6. When you get the correct item, you come back to the original quest location to move the quest forward.

Reply #10 Top

Parrotmath,

I am currently spawning six goodie huts.  The problem is 'clearing' the goodie huts.  As all six goodie huts are spawned in the same step/objective, the game is looking for only one objective to clear.  Hence, the other huts are 'objectiveless', if that makes any sense.

Or that's my guess anyways.  I tried a few ways to get it to work, but either the other huts would have no associated quest symbol/were inactive, or as I mentioned visiting the wrong hut before visiting the correct hut would prevent you from completing the objective.  In any case, the new version of the quest isn't completing in any case, because this 'step' is messing it up.

In my last runthrough, I was able to clear five of the six goodie huts (the 'red herrings'), but visiting the sixth hut did not have any reaction (this hut being the one needed to advance in the quest).

I looked over the code for The Crone (name of the quest I mentioned above), and essentially it has a bunch of objective steps that fire in sequence, generating a new hut as a hut is cleared.

It's been a bit since I last tinkered with this code, but here is most recent version of the quest code I was working with.  This isn't the entire quest mentioned above, just an attempt to get six separate goodie huts to spawn, with one leading to the objective.  Note that this makes 5 'green treasure' icons and one 'yellow scroll' icon appear.  The Yellow scroll doesn't do anything.

I suppose I could shoot for six green treasure chests, with a scroll that spawns a quest when read at location #6... but that's an extra step, and I'd rather do it in one clean sweep.

Code: xml
  1. &lt;Quests&gt;
  2.     &lt;QuestDef InternalName="Quest_ShellGame_195201390926"&gt;
  3.         &lt;DisplayName&gt;Shell_Game&lt;/DisplayName&gt;
  4.         &lt;Description&gt;Search the six landmarks for the one that leads to the treasure&lt;/Description&gt;
  5.         &lt;IsStartingPointQuest&gt;0&lt;/IsStartingPointQuest&gt;
  6.         &lt;ShortTextAccept&gt;Yes&lt;/ShortTextAccept&gt;
  7.         &lt;ShortTextDeny&gt;No&lt;/ShortTextDeny&gt;
  8.         &lt;QuestClass&gt;Minor&lt;/QuestClass&gt;
  9.         &lt;Repeatable&gt;0&lt;/Repeatable&gt;
  10.         &lt;TriggerType&gt;TurnNumber&lt;/TriggerType&gt;
  11.         &lt;TriggerOrigin&gt;EventLocation&lt;/TriggerOrigin&gt;
  12.         &lt;TriggerData&gt;2&lt;/TriggerData&gt;
  13.         &lt;TriggerChance&gt;10000&lt;/TriggerChance&gt;
  14.         &lt;PostTriggerChance&gt;10000&lt;/PostTriggerChance&gt;
  15.         &lt;SpawnRating&gt;1&lt;/SpawnRating&gt;
  16.         &lt;Image&gt;Alchemy_Painting.png&lt;/Image&gt;
  17.         &lt;QuestObjectiveDef&gt;
  18.             &lt;ObjectiveID&gt;0&lt;/ObjectiveID&gt;
  19.             &lt;NextObjectiveID&gt;1&lt;/NextObjectiveID&gt;
  20.             &lt;Treasure&gt;
  21.                 &lt;GameModifier&gt;
  22.                     &lt;ModType&gt;Map&lt;/ModType&gt;
  23.                     &lt;Attribute&gt;CreateGoodieHut&lt;/Attribute&gt;
  24.                     &lt;StrVal&gt;Dead Tree&lt;/StrVal&gt;
  25.                     &lt;UnitClass&gt;GH_Quest_DeadTree&lt;/UnitClass&gt;
  26.                     &lt;Radius&gt;3&lt;/Radius&gt;
  27.                 &lt;/GameModifier&gt;
  28.             &lt;/Treasure&gt;
  29.             &lt;Treasure&gt;
  30.                 &lt;GameModifier&gt;
  31.                     &lt;ModType&gt;Map&lt;/ModType&gt;
  32.                     &lt;Attribute&gt;CreateGoodieHut&lt;/Attribute&gt;
  33.                     &lt;StrVal&gt;Dead Tree&lt;/StrVal&gt;
  34.                     &lt;UnitClass&gt;GH_Quest_DeadTree2&lt;/UnitClass&gt;
  35.                     &lt;Radius&gt;3&lt;/Radius&gt;
  36.                 &lt;/GameModifier&gt;
  37.             &lt;/Treasure&gt;
  38.             &lt;Treasure&gt;
  39.                 &lt;GameModifier&gt;
  40.                     &lt;ModType&gt;Map&lt;/ModType&gt;
  41.                     &lt;Attribute&gt;CreateGoodieHut&lt;/Attribute&gt;
  42.                     &lt;StrVal&gt;Dead Tree&lt;/StrVal&gt;
  43.                     &lt;UnitClass&gt;GH_Quest_DeadTree3&lt;/UnitClass&gt;
  44.                     &lt;Radius&gt;3&lt;/Radius&gt;
  45.                 &lt;/GameModifier&gt;
  46.             &lt;/Treasure&gt;
  47.             &lt;Treasure&gt;
  48.                 &lt;GameModifier&gt;
  49.                     &lt;ModType&gt;Map&lt;/ModType&gt;
  50.                     &lt;Attribute&gt;CreateGoodieHut&lt;/Attribute&gt;
  51.                     &lt;StrVal&gt;Dead Tree&lt;/StrVal&gt;
  52.                     &lt;UnitClass&gt;GH_Quest_DeadTree4&lt;/UnitClass&gt;
  53.                     &lt;Radius&gt;3&lt;/Radius&gt;
  54.                 &lt;/GameModifier&gt;
  55.             &lt;/Treasure&gt;
  56.             &lt;Treasure&gt;
  57.                 &lt;GameModifier&gt;
  58.                     &lt;ModType&gt;Map&lt;/ModType&gt;
  59.                     &lt;Attribute&gt;CreateGoodieHut&lt;/Attribute&gt;
  60.                     &lt;StrVal&gt;Dead Tree&lt;/StrVal&gt;
  61.                     &lt;UnitClass&gt;GH_Quest_DeadTree5&lt;/UnitClass&gt;
  62.                     &lt;Radius&gt;3&lt;/Radius&gt;
  63.                 &lt;/GameModifier&gt;
  64.             &lt;/Treasure&gt;
  65.             &lt;Treasure&gt;
  66.                 &lt;GameModifier&gt;
  67.                     &lt;ModType&gt;Map&lt;/ModType&gt;
  68.                     &lt;Attribute&gt;CreateGoodieHut&lt;/Attribute&gt;
  69.                     &lt;StrVal&gt;Dead Tree&lt;/StrVal&gt;
  70.                     &lt;UnitClass&gt;GH_Quest_DeadTree6&lt;/UnitClass&gt;
  71.                     &lt;Radius&gt;3&lt;/Radius&gt;
  72.                 &lt;/GameModifier&gt;
  73.             &lt;/Treasure&gt;
  74.         &lt;/QuestObjectiveDef&gt;
  75.         &lt;QuestObjectiveDef&gt;
  76.             &lt;ObjectiveID&gt;1&lt;/ObjectiveID&gt;
  77.             &lt;NextObjectiveID&gt;-1&lt;/NextObjectiveID&gt;
  78.             &lt;QuestConditionDef&gt;
  79.                 &lt;ID&gt;0&lt;/ID&gt;
  80.                 &lt;Objective&gt;
  81.                     &lt;Icon&gt;Mana_32.png&lt;/Icon&gt;
  82.                     &lt;Text&gt;Go to that location.&lt;/Text&gt;
  83.                     &lt;IsOptional&gt;0&lt;/IsOptional&gt;
  84.                 &lt;/Objective&gt;
  85.                 &lt;Class&gt;ChoiceUnlock&lt;/Class&gt;
  86.                 &lt;Type&gt;ClearGoodieHut&lt;/Type&gt;
  87.                 &lt;TextData&gt;GH_Quest_DeadTree2&lt;/TextData&gt;
  88.                 &lt;CompletionText&gt;The item is not here&lt;/CompletionText&gt;
  89.             &lt;/QuestConditionDef&gt;
  90.         &lt;/QuestObjectiveDef&gt;
  91.         &lt;QuestObjectiveDef&gt;
  92.             &lt;ObjectiveID&gt;2&lt;/ObjectiveID&gt;
  93.             &lt;NextObjectiveID&gt;-1&lt;/NextObjectiveID&gt;
  94.             &lt;QuestConditionDef&gt;
  95.                 &lt;ID&gt;0&lt;/ID&gt;
  96.                 &lt;Objective&gt;
  97.                     &lt;Icon&gt;Mana_32.png&lt;/Icon&gt;
  98.                     &lt;Text&gt;Go to that location.&lt;/Text&gt;
  99.                     &lt;IsOptional&gt;0&lt;/IsOptional&gt;
  100.                 &lt;/Objective&gt;
  101.                 &lt;Class&gt;Success&lt;/Class&gt;
  102.                 &lt;Type&gt;ClearGoodieHut&lt;/Type&gt;
  103.                 &lt;TextData&gt;GH_Quest_DeadTree3&lt;/TextData&gt;
  104.                 &lt;CompletionText&gt;The item is not here&lt;/CompletionText&gt;
  105.             &lt;/QuestConditionDef&gt;
  106.         &lt;/QuestObjectiveDef&gt;
  107.         &lt;QuestObjectiveDef&gt;
  108.             &lt;ObjectiveID&gt;3&lt;/ObjectiveID&gt;
  109.             &lt;NextObjectiveID&gt;-1&lt;/NextObjectiveID&gt;
  110.             &lt;QuestConditionDef&gt;
  111.                 &lt;ID&gt;0&lt;/ID&gt;
  112.                 &lt;Objective&gt;
  113.                     &lt;Icon&gt;Mana_32.png&lt;/Icon&gt;
  114.                     &lt;Text&gt;Go to that location.&lt;/Text&gt;
  115.                     &lt;IsOptional&gt;0&lt;/IsOptional&gt;
  116.                 &lt;/Objective&gt;
  117.                 &lt;Class&gt;Success&lt;/Class&gt;
  118.                 &lt;Type&gt;ClearGoodieHut&lt;/Type&gt;
  119.                 &lt;TextData&gt;GH_Quest_DeadTree4&lt;/TextData&gt;
  120.                 &lt;CompletionText&gt;The item is not here&lt;/CompletionText&gt;
  121.             &lt;/QuestConditionDef&gt;
  122.         &lt;/QuestObjectiveDef&gt;
  123.         &lt;QuestObjectiveDef&gt;
  124.             &lt;ObjectiveID&gt;4&lt;/ObjectiveID&gt;
  125.             &lt;NextObjectiveID&gt;-1&lt;/NextObjectiveID&gt;
  126.             &lt;QuestConditionDef&gt;
  127.                 &lt;ID&gt;0&lt;/ID&gt;
  128.                 &lt;Objective&gt;
  129.                     &lt;Icon&gt;Mana_32.png&lt;/Icon&gt;
  130.                     &lt;Text&gt;Go to that location.&lt;/Text&gt;
  131.                     &lt;IsOptional&gt;0&lt;/IsOptional&gt;
  132.                 &lt;/Objective&gt;
  133.                 &lt;Class&gt;Success&lt;/Class&gt;
  134.                 &lt;Type&gt;ClearGoodieHut&lt;/Type&gt;
  135.                 &lt;TextData&gt;GH_Quest_DeadTree5&lt;/TextData&gt;
  136.                 &lt;CompletionText&gt;The item is not here&lt;/CompletionText&gt;
  137.             &lt;/QuestConditionDef&gt;
  138.         &lt;/QuestObjectiveDef&gt;
  139.         &lt;QuestObjectiveDef&gt;
  140.             &lt;ObjectiveID&gt;5&lt;/ObjectiveID&gt;
  141.             &lt;NextObjectiveID&gt;-1&lt;/NextObjectiveID&gt;
  142.             &lt;QuestConditionDef&gt;
  143.                 &lt;ID&gt;0&lt;/ID&gt;
  144.                 &lt;Objective&gt;
  145.                     &lt;Icon&gt;Mana_32.png&lt;/Icon&gt;
  146.                     &lt;Text&gt;Go to that location.&lt;/Text&gt;
  147.                     &lt;IsOptional&gt;0&lt;/IsOptional&gt;
  148.                 &lt;/Objective&gt;
  149.                 &lt;Class&gt;ChoiceUnlock&lt;/Class&gt;
  150.                 &lt;Type&gt;ClearGoodieHut&lt;/Type&gt;
  151.                 &lt;TextData&gt;GH_Quest_DeadTree&lt;/TextData&gt;
  152.                 &lt;Flag&gt;RevealTarget&lt;/Flag&gt;
  153.                 &lt;Treasure&gt;
  154.                     &lt;GameModifier&gt;
  155.                         &lt;ModType&gt;GiveItem&lt;/ModType&gt;
  156.                         &lt;Attribute&gt;Dagger_Crude&lt;/Attribute&gt;
  157.                         &lt;Value&gt;100&lt;/Value&gt;
  158.                     &lt;/GameModifier&gt;
  159.                 &lt;/Treasure&gt;
  160.                 &lt;CompletionText&gt;The item is not here&lt;/CompletionText&gt;
  161.             &lt;/QuestConditionDef&gt;&lt;ChoiceText&gt;This is not the path you seek.&lt;/ChoiceText&gt;
  162.    &lt;ChoiceMedallion&gt;K_Adventure.png&lt;/ChoiceMedallion&gt;
  163.    &lt;ChoiceMedallionFrame&gt;Medallion_Frame_01.png&lt;/ChoiceMedallionFrame&gt;
  164.    &lt;QuestChoiceDef&gt;
  165.       &lt;Description&gt;Continue to search the other locations&lt;/Description&gt;
  166.       &lt;RequiredConditionID&gt;0&lt;/RequiredConditionID&gt;
  167.       &lt;NextObjectiveID&gt;-1&lt;/NextObjectiveID&gt;
  168.    &lt;/QuestChoiceDef&gt;
  169.         &lt;/QuestObjectiveDef&gt;
  170.         &lt;QuestObjectiveDef&gt;
  171.             &lt;ObjectiveID&gt;6&lt;/ObjectiveID&gt;
  172.             &lt;NextObjectiveID&gt;7&lt;/NextObjectiveID&gt;
  173.             &lt;QuestConditionDef&gt;
  174.                 &lt;ID&gt;0&lt;/ID&gt;
  175.                 &lt;Objective&gt;
  176.                     &lt;Icon&gt;Mana_32.png&lt;/Icon&gt;
  177.                     &lt;Text&gt;Go to that location.&lt;/Text&gt;
  178.                     &lt;IsOptional&gt;0&lt;/IsOptional&gt;
  179.                 &lt;/Objective&gt;
  180.                 &lt;Class&gt;Success&lt;/Class&gt;
  181.                 &lt;Type&gt;ClearGoodieHut&lt;/Type&gt;
  182.                 &lt;TextData&gt;GH_Quest_DeadTree6&lt;/TextData&gt;
  183.                 &lt;Treasure&gt;
  184.                     &lt;GameModifier&gt;
  185.                         &lt;ModType&gt;GiveItem&lt;/ModType&gt;
  186.                         &lt;Attribute&gt;Letter_Brion&lt;/Attribute&gt;
  187.                         &lt;Value&gt;100&lt;/Value&gt;
  188.                     &lt;/GameModifier&gt;
  189.                 &lt;/Treasure&gt;
  190.                 &lt;CompletionText&gt;You found a clue!&lt;/CompletionText&gt;
  191.             &lt;/QuestConditionDef&gt;
  192.         &lt;/QuestObjectiveDef&gt;
  193.         &lt;QuestObjectiveDef&gt;
  194.             &lt;ObjectiveID&gt;7&lt;/ObjectiveID&gt;
  195.             &lt;NextObjectiveID&gt;-1&lt;/NextObjectiveID&gt;
  196.             &lt;Description&gt;You found the clue!&lt;/Description&gt;
  197.             &lt;Treasure&gt;
  198.                 &lt;GameModifier&gt;
  199.                     &lt;ModType&gt;Map&lt;/ModType&gt;
  200.                     &lt;Attribute&gt;CreateGoodieHut&lt;/Attribute&gt;
  201.                     &lt;StrVal&gt;Burning Fortress&lt;/StrVal&gt;
  202.                     &lt;UnitClass&gt;GH_Quest_BurningFortress&lt;/UnitClass&gt;
  203.                     &lt;Radius&gt;1&lt;/Radius&gt;
  204.                 &lt;/GameModifier&gt;
  205.             &lt;/Treasure&gt;
  206.             &lt;QuestConditionDef&gt;
  207.                 &lt;ID&gt;0&lt;/ID&gt;
  208.                 &lt;Objective&gt;
  209.                     &lt;Icon&gt;Mana_32.png&lt;/Icon&gt;
  210.                     &lt;Text&gt;Go to that location.&lt;/Text&gt;
  211.                     &lt;IsOptional&gt;0&lt;/IsOptional&gt;
  212.                 &lt;/Objective&gt;
  213.                 &lt;Class&gt;Success&lt;/Class&gt;
  214.                 &lt;Type&gt;ClearGoodieHut&lt;/Type&gt;
  215.                 &lt;TextData&gt;GH_Quest_BurningFortress&lt;/TextData&gt;
  216.                 &lt;Flag&gt;RevealTarget&lt;/Flag&gt;
  217.                 &lt;CompletionText&gt;Yay, you delivered the letter!&lt;/CompletionText&gt;
  218.             &lt;/QuestConditionDef&gt;
  219.             &lt;QuestConditionDef&gt;
  220.                 &lt;ID&gt;2&lt;/ID&gt;
  221.                 &lt;Objective&gt;
  222.                     &lt;Icon&gt;Mana_32.png&lt;/Icon&gt;
  223.                     &lt;Text&gt;Return with the items.&lt;/Text&gt;
  224.                     &lt;IsOptional&gt;0&lt;/IsOptional&gt;
  225.                 &lt;/Objective&gt;
  226.                 &lt;Class&gt;Success&lt;/Class&gt;
  227.                 &lt;Type&gt;CheckForItem&lt;/Type&gt;
  228.                 &lt;TextData&gt;Letter_Brion&lt;/TextData&gt;
  229.                 &lt;NumericData&gt;1&lt;/NumericData&gt;
  230.                 &lt;CannotCompleteText&gt;Bring back the items I wanted.&lt;/CannotCompleteText&gt;
  231.             &lt;/QuestConditionDef&gt;
  232.         &lt;/QuestObjectiveDef&gt;
  233.     &lt;/QuestDef&gt;
  234. &lt;/Quests&gt;

 

Let me know if you see anything amiss.  The Dead Trees, Burning Fortress, etc. are in a separate file, with associated tiles.

Reply #11 Top

So first I don't understand why you have quest condition 0 do nothing but spawn sites... it will immediately advance you to objective 1, but that is probably irrelevant.

A problem I see is that once you clear objective 1 you go to objective -1... i.e. quest failure unless a choice dialogue is presented.

If you want dialogue for your quest when clearing a hut use it in the quest hut treasure option. Its a small trick I learned looking at the goodie huts of cave wildlands. There is no need to try and set up a multichoice dialogue that way for the quest stuff directly.

Reply #12 Top

Condition 0 originally had a 'check' to see if an NPC was present in the party (if so, then only goody hut 6 would need to be spawned).  It is now empty so as to allow me to test this concept more directly, without unnecessary fluff.  Shell Game is strictly to test the code to get this to work.

I wasn't sure how else to 'loop' the objectives, as goody huts 1-5 aren't supposed to 'do' anything other than distract the player.  At one point I did try pointing these to a second objective (say 8-12), but that didn't really solve anything.  Also, the dialogue text wasn't really important (trying to keep this simple/stripped down for testing) and again, the dialogue generally needs to point somewhere.  I couldn't point it back at 0, because the huts had already been spawned. 

I tried toggling the objective/victory/success&failur flags in various ways, but essentially clear goodie hut was the only one that seemed to work even close to what I'm looking for, without ending the quest.

This is what stopped me from working on Elemental Mods, as it was really frustrating me.  Until yesterday, I hadn't played Elemental:LH in months...

Reply #13 Top

I suggest at this point that you spawn only one goodie hut that succeeds and get the quest to work without those extra choices. I'm not sure if you can get the quest to run with a specific NPC with you or not. Once you get that working the way you want, add the other goodie-huts as extra spawns (don't add any quest dialogue or other quest conditions with them, they will take care of themselves).

When working with quests, start small and work your way up to bigger and better things. Once you get the base quest running. That is player activates the quest, go to goodie hut, get item, return... etc. I don't want to write the quest for you, but I do want you to succeed in creating a quest and learning the limitation of the questing system.

Reply #14 Top

That's just it, Parrotmath.  I've written several quests now using the questing system.  It's the limitations of the framework that I find frustrating.

Linear questing is all fine and good, but gets boring after a while...

 

And if no one is willing to push against  those 'limitations' to make more interesting quests, nothing will change.

Reply #15 Top

If you don't know the limitations, how do you know you are pushing them rather than exceeding them entirely?

I was suggesting that you get the quest running first, then slowly add in the things that you want to have happen. When something breaks alter your plan or figure another way of accomplishing the same task. Hence pushing limitations. But if you only know what cannot be done, how do you know what can be done?

Currently, I can create a quest when you arrive at a location it will spawn 6 places. When you travel upon the correct space it will advance the quest to the next portion. If you really want to have non-linear quests, then you will have to create a series of simultaneous quests. Each with varying outcomes. When triggering one of these side quests, you mark the original quest as a failure and you continue your questing from this new quest.

From a single quest framework, it can only be non-linear with choice dialogues, not with actions outside the choices. Take the slavers for example (non-linear quest) Not extensively non-linear, but outlined as non-linear.

I'm not sure if there is anything stopping you from spawning a quest from the questing environment. I think I've done it with my experiments. Also, clearing another quest could be a condition to finishing your current quest. I'm not seeing the same limitations you are at the moment.

Reply #16 Top

Well, that is exactly what my code above does.  Spawns six places.  HOWEVER, it will not allow the quest to advance, and it marks five locations differently than the sixth (green chest instead of yellow scroll).  A previous version has six scrolls, but was completely broken (none of the huts would clear).  So I'm obviously missing something, hence my sharing my code for suggestions.

I've also tried doing this using your quest tool, which hasn't helped either.

Of course, if it's some big secret how YOU got it to work, that's your perogative.  I was just looking for help.

BTW, V1 of this quest works flawlessly, so I already have a working version of the quest.  I originally TRIED inserting this framework into that quest,  which broke the quest.  Hence why I separated it out as it's own quest until I could get it working on it's own.  Everything else was already working, so no sense introducing more points for error, if the concept on it's own won't work.

I had requests to change the quest up a bit to make it more interesting, hence my trying to 'improve upon' it.  Which hasn't went as planned so far.

Sorry to be argumentative, here, but so far you've just said 'keep trying' with no real insights.  Makes me look like a real idiot.  I thought the idea here was to help other modders out...

Reply #17 Top

I'm sorry that I've not been helpful.

I now know what you have been complaining about. Setting up spawning of 5 non-quest goodie huts and 1 quest goodie-hut. There are a few solutions to this problem.

One, you can set it to spawn just 6 normal goodie-huts, and let the player return to the original quest location (for a translation of the message or code within the letter). Or you could set it up that one of these huts spawns another goodie hut that needs to be cleared by your quest, a simple letter stating that this letter was buried in such and such location. Spawns goodie-hut which is the goodie hut that needs to be cleared in order for the quest to progress. The treasure environment of the goodie-hut should allow you to spawn the other goodie hut.

You could set it up to spawn the 6 goodie-huts and that is all this initial quest does. Then as you clear the goodie-huts you spawn a new quest in the treasure environment using

<Treasure>
     <GameModifier>
          <ModType>Map</ModType>
          <Attribute>CreateQuestNearTile</Attribute>
          <UnitClass>Quest_Mimby1</UnitClass>
          <BoolVal1>1</BoolVal1>
     </GameModifier>
</Treasure>

This will spawn the specific quest next to the tile. At this point I do not know of a way of spawning a quest within a certain radius (similar to goodie huts), but it could be written in a two stage process so as not to give away hint markers.

You could also require the person to travel and clear all 6 of these places to piece together fragments. Or you could set it up that one collects 4 fragments from each of these locations and returns to create the map to the final location.

Also, note that you can set up multiple game-modifiers per treasure, so you could give an item and spawn the quest location.

I'll try to find more solutions to spawning multiple locations at once at a distance away from the start location that won't give away the quest location final. A secret location. I know how frustrating it is to solve these problems, and you are treading new territory. (I've only did things near exactly what you want)