Disclaimer: It's been quite a while (read: pre-reforge) since I've tried to do any major editing to a campaign.
I've been trying to use this format to outline landmarks & districts within cities in my campaign. However, while the code looks perfectly fine in the editor preview, once I save it appears to be a garbage mishmash of raw code and some functional formatting. Am I just grossly overlooking something? Have I not made enough sacrifices to the eldritch code gods? How can I beat this into submission? Please and many thanks!
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Comments
The eldritch gods are merely aliens intent of invading earth to escape the AI intelligence they created using evil code. Once you see the truth you realize that the alien nav, header, footer, article elements are already hiding on earth as divs wrapping their alien selves up in classes to fool us humans.
CSS Code (Cthulhu Secret Style Code)
You notice that that they hide in plain sight using div.my
HTML Code (Human Transformation Mimic Layer)
A slight change but it results in what you can see on this test page.
They are among us!
XCom: Defiance - Campaign of the Month November 2016
Thank you for poking at it. I input your adjustments and it still doesn't seem to be working on my end. I compared source code side-by-side after changes and, at least in that particular area, everything is identical. Other than a quick fix on map pin size, I don't have any other custom CSS floating around that might be interfering. Quite frankly, I'm at a loss. Below is the product I'm getting. Not pictured: cries of impotent rage.
Are you using textile or CkEditor as your default editor?
They are among us!
XCom: Defiance - Campaign of the Month November 2016
Current settings are textile editor and RedCloth 4 as parser. Played around a bit with various combinations thereof and it doesn't seem to impact final product in any meaningful way. Alas that it would be so easy.
If you want, invite me to your campaign and i'll take a look.
They are among us!
XCom: Defiance - Campaign of the Month November 2016