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Adding storylines to scenarios and campaigns


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Regarding voicelines, they would indeed be neat, but not being able to make them shouldn't be reason not to create singleplayer content.

I too would be in favor of voicelines being spoken in ancient languages, that would also save the trouble of having to translate them into different languages. The only problem is that that will just work for Latin and Greek, many of the other languages are too incomplete to write (and then speak) full sentences and texts in them.

 

13 hours ago, wowgetoffyourcellphone said:

DE pauses the game while the Hero Choice dialogue is open 

I think there has been a misunderstanding. What I am currently working on and was talking about earlier is something like this mockup:

Spoiler

hero_talking.thumb.jpeg.5f6cdfce7c82cc66fb285ccf11f82256.jpeg

When I wrote "dialogue" above, I was referring to speech, the possibility to make characters of a story talk. I think the game shouldn't be paused while a cutscene like this is running. What I settled with is to provide two options and leave it up to individual scenarios whether to disable hovering, selecting and giving commands or not, but always let the player move around the camera.

And by the way, yes, the narrative overlay I opened the PR for already pauses the game behind it.

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5 hours ago, wowgetoffyourcellphone said:

hero_talking.jpeg

 

Right after this, I'm imagining that Hamilcar says something like, "Use our ships to scout the coastline for a good harbor!"

But your ships are attacked and sunk immediately by Iberian fire ships when your ships venture outside the landing zone, lol. 

Hannibal my son , yuo are men now

Yu must choose wife and have Carthaginians colonizers chrilden.

You must pick butifel Aritshat

 

 or an Iberian princess Himilce  I brought you from local barbarian village.

d347c69602a8c626dd62f8f8fb46813a785fd52121bfc5309288fac6cfd44ad8_1.jpg.c0b431db77ed238386b38d2543622bc8.jpg

Edited by Classic-Burger
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On 12/09/2025 at 10:34 PM, Vantha said:

Pausing the game completely isn't really an option, unfortunately, because then the animations won't play, units won't move around, and so on. But what I'll do is add the possibility for map scripts to register callbacks, so that they at least can pause in the meantime, and wait with actions like triggering big attacks until the dialogue is closed.

Engine.QuickSave and QuickLoad might make the trick for you if you want to return to a point in game, example : when the overlay is closed, return to the point of when it got opened. It's instantaneous.

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