Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

HttT S5b Isle of the Damned, Ship at the end of the scenario should be visible #4251

Closed
Konrad22 opened this issue Aug 18, 2019 · 9 comments
Closed
Labels
Campaign (any) Deprecated tag, replaced with separate tags for each mainline campaign Enhancement Issues that are requests for new features or changes to existing ones. Good first issue Issues deemed adequate for contributors without prior experience to work on.

Comments

@Konrad22
Copy link
Contributor

Due to the map being under the cover of fog, the arriving ship is sometimes not visible (when you have no unit close by), resulting in a disembodied voice that somehow appeared (or rather did not appear) and spots Konrad.
I suggest lifting the fog around the arriving ship. Maybe even an exchange of words between the people on the ship and Konrad to confirm for them that he is actually there?

@GregoryLundberg
Copy link
Contributor

Both sound good to me.

What do you propose for the conversation?

It took me a while to get it so it was a (known) unit doing the talking, but a ship on the map. At that point I just wanted to move on, so I'm not surprised if I missed some edge conditions.

@Konrad22
Copy link
Contributor Author

Something like
My Lord, are you here?
Over here! Let's finally leave this dreadful place.

I'm no writer though.

@GregoryLundberg GregoryLundberg added Campaign (any) Deprecated tag, replaced with separate tags for each mainline campaign Enhancement Issues that are requests for new features or changes to existing ones. Good first issue Issues deemed adequate for contributors without prior experience to work on. labels Aug 19, 2019
@GregoryLundberg GregoryLundberg added this to the 1.15.1 milestone Aug 19, 2019
@GregoryLundberg
Copy link
Contributor

I'm marking this Saved for Later. I might be able to get it done in a few days. I've not been keeping up with the development status; I believe there's a string freeze in effect for 1.15, so this would have to wait a bit, anyway.

This is a drop-dead easy change, though. So I'm marking this Good First Issue in the hopes someone will take care of it before I can get to it.

@jostephd
Copy link
Member

jostephd commented Sep 7, 2019

There's no string freeze on 1.15.

@Pentarctagon Pentarctagon modified the milestones: 1.15.1, 1.16.0 Sep 14, 2019
@stevecotton stevecotton modified the milestones: 1.16.0, pre-1.16.0 string freeze Oct 8, 2019
@stevecotton
Copy link
Contributor

stevecotton commented Oct 9, 2019

@GregoryLundberg I'm looking at the current comments and wondering if there's a much easier way to do it. Re the paragraph below, AFAICS when the ship arrives the player is going to be in a scripted event which will end with moving to the next scenario - they won't know if the WML restores their recall list before the ship animation happens. Am I missing something?

# We store a copy of this Advisor, giving it a new id. This is done in prestart because the recall list will
# not be available at the point the ship returns to collect Konrad. When the ship comes to collect Konrad,
# we will unstore this copy and hide it before it speaks its line. This way the ship appears to be selected,
# but the unit's name, profile image and details are displayed; just as if the unit were inside the ship.

I haven't tried yet, but it seems the sequence could be:

  • Restore recall list
  • Recall real unit
  • [object]duration=scenario [effect]copy the disguise code from EI S11

Edit: tried it, and the ship is shown as if wading through the water, with the waterline touching the sails.

@GregoryLundberg
Copy link
Contributor

I don't really care how it's done. I remember I was trying a lot of different ways to get the ship, the highlited hex, on the map, and the Advisor's image on the dialogs. I remember looking but don't remember finding the "disguise code" in EI. What I wanted was to see the ship arriving through the fog, the Advisor from the previous scenario speaking as if in/on the ship. I think I settled on this because it was the first which worked and I was taking too long on this scene and felt the project was stalled because of it.

jostephd added a commit that referenced this issue Oct 11, 2019
jostephd added a commit that referenced this issue Oct 11, 2019
@jostephd
Copy link
Member

Added the lift_fog. Could someone retitle the issue please?

@GregoryLundberg
Copy link
Contributor

Title seems fine. To my mind, lifting the fog around the ship is enough and this can be closed. But someone might want to consider the dialog changes @Konrad22 suggests.

@jostephd
Copy link
Member

Fair enough. Let's close this, then. We can open a new issue for any further dialog or WML improvements.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
Campaign (any) Deprecated tag, replaced with separate tags for each mainline campaign Enhancement Issues that are requests for new features or changes to existing ones. Good first issue Issues deemed adequate for contributors without prior experience to work on.
Projects
None yet
Development

No branches or pull requests

5 participants