Best way to test a new quest?

I know, I know I am the quest editor guy, I should know this answer but I don't have a really good way to do this.   Any one have suggestions on how to test a new quest.  Currently I just set the likelihood to 100%, and set it as a starting point quest then use cheats (https://forums.elementalgame.com/420206 ) to find the quest on the map and teleport to it.

 

So any other suggestions as that is a little time consuming/ hit or miss.

 

 

9,416 views 7 replies
Reply #1 Top

Couldn't a person make a tiny map that has the quest on the actual design? Then you can test the quest to your hearts content.

Edit: Yup that should work. Just place the quest next to each start point and you should find it without cheats. Time to create less than 1 minute :).

Reply #2 Top

Quoting parrottmath, reply 1
Couldn't a person make a tiny map that has the quest on the actual design? Then you can test the quest to your hearts content.

Edit: Yup that should work. Just place the quest next to each start point and you should find it without cheats. Time to create less than 1 minute .
End of parrottmath's quote

 

Yep.  works great.   Thank you!

Reply #3 Top

Quoting parrottmath, reply 1
Couldn't a person make a tiny map that has the quest on the actual design? Then you can test the quest to your hearts content.

Edit: Yup that should work. Just place the quest next to each start point and you should find it without cheats. Time to create less than 1 minute .
End of parrottmath's quote

I tried creating a tiny map, but I couldn't get a starting point to actually appear on the map.  I chose Starting Points from the palette thingie along the left of the  screen, chose Starting Point 1, and right clicked somewhere on the map, and nothing.

When I saved the map, I went ahead and chose random starting points, and when I reloaded the map, there was some starting points on the map. 

So I tried as new game, specifically choosing my "custom" map, and when the game started and I hit Ctrl+U to reveal the whole amp, it was certainly not my map at all.

I do have "Use Mods" selected in my options, but I have no idea how to do this.  I have tried several different times, and can't get anything to do anything.  It's kinda frustrating because I really want to make a map with a few custom quests purely for my own entertainment, but can't seem to accomplish anything.

Reply #4 Top

I'm in the same boat as you Wizaerd. I want to test my quests, but I can't figure out how to place them. I can put down trees, houses etc. But NPCs and Quests it doesn't want to place.

Reply #5 Top

try adding an Quest map style item

the operating code on it is

    <GameModifier>
      <ModType>Map</ModType>
      <Attribute>CreateQuestNearTile</Attribute>
      <BoolVal1>1</BoolVal1>   
      <Value>x</Value>  <--- Spawnrating of the quests this map can spawn
      <Provides>Spawns a new quest</Provides>
    </GameModifier>

 

so if you set x to  10 and give your quest a spawn rating of 10 the map will only create your quest set your quest to repeatable if you want to test it multiple times over on the map

also if you append the target path of the shortcut you use to start the game with the parameter cheat

( so it looks like "C:/..../fallenenchantress.exe cheat" ) you can use

ctrl + m for 1000 materials

ctrl + r for all research

 

giving you access to high end units and equipment to properly test the balance of your quests

 

Reply #6 Top

Here's what I do:

I make the quest a turn triggered quest that launches at turn 5 automatically. Then, once nailed, I turn it into a normal quest.

Reply #7 Top

Sometimes the cartography table can be a bit funny and not show you stuff that has been placed down on the map.  It's still there, and you can check by opening the map file up in an XML editor.

As for not seeing the map that you created, well so far as I know, if you have the usual random generation stuff turned on when loading a custom map then those things will still generate, which may overwrite parts of your map.  You may want to set those things to None accordingly.