So, using my quest editor, I decided to check the error checker by checking the quests that come with the game. Here is some of the results of the check.
In Quest_TheHaunter, there is a reference to a Plaguestalker, There is an inappropriate capitalization.
This should read as follows
<Encounter>
<Liklihood>100</Liklihood>
<BattleIdentifier>Haunter</BattleIdentifier>
<WillRespawn>0</WillRespawn>
<WanderingRadius>0</WanderingRadius>
<UnitInstance>
<UnitType>Haunter</UnitType>
<Level>7</Level>
</UnitInstance>
<UnitInstance>
<UnitType>Plaguestalker</UnitType>
<Level>5</Level>
</UnitInstance>
<UnitInstance>
<UnitType>Plaguestalker</UnitType>
<Level>5</Level>
</UnitInstance>
</Encounter>
The quest works fine with the error, but as your fixing up the quests, why not fix up these quick things.
In Quest_TreasureMap, there is a missreference between two goodie huts. It spawns one goodie hut, but wants you to clear another, leads to some problems.
<Treasure>
<GameModifier>
<ModType>Map</ModType>
<Attribute>CreateGoodieHut</Attribute>
<StrVal>Treasure Chest</StrVal>
<Unitclass>GH_Quest_Chest</Unitclass>
<Radius>6</Radius>
</GameModifier>
</Treasure>
<QuestConditionDef>
<Objective>
<Icon>Mana_32.png</Icon>
<Text>Find the Treasure Chest.</Text>
<IsOptional>0</IsOptional>
</Objective>
<Class>Success</Class>
<Type>ClearGoodieHut</Type>
<TextData>GH_Quest_Chest</TextData>
<Flag>RevealTarget</Flag>
</QuestConditionDef>
The fix is to match up the tags, as I've done above.
In Quest_Persecution, there is a typo reference (misspelled name call) (It was Unit_Peasant_Altarien)
<Encounter>
<Liklihood>100</Liklihood>
<BattleIdentifier>Unit_Defender_Tarth</BattleIdentifier>
<WillRespawn>0</WillRespawn>
<WanderingRadius>0</WanderingRadius>
<UnitInstance>
<UnitType>Unit_Defender_Tarth</UnitType>
<UnitName>Rioting Mob</UnitName>
<UnitGroupingType>UnitGroupingType_Group</UnitGroupingType>
<Level>3</Level>
</UnitInstance>
<UnitInstance>
<UnitType>Unit_Peasant_Ironeer</UnitType>
<UnitName>Rioting Mob</UnitName>
<UnitGroupingType>UnitGroupingType_Group</UnitGroupingType>
<Level>2</Level>
</UnitInstance>
<UnitInstance>
<UnitType>Unit_Peasant_Altarian</UnitType>
<UnitName>Rioting Mob</UnitName>
<UnitGroupingType>UnitGroupingType_Group</UnitGroupingType>
<Level>1</Level>
</UnitInstance>
<UnitInstance>
<UnitType>Unit_Peasant_Amarian</UnitType>
<UnitName>Rioting Mob</UnitName>
<UnitGroupingType>UnitGroupingType_Group</UnitGroupingType>
<Level>1</Level>
</UnitInstance>
<UnitInstance>
<UnitType>Unit_Peasant_Tarth</UnitType>
<UnitName>Rioting Mob</UnitName>
<UnitGroupingType>UnitGroupingType_Group</UnitGroupingType>
<Level>1</Level>
</UnitInstance>
<UnitInstance>
<UnitType>Unit_Peasant_Tarth</UnitType>
<UnitName>Rioting Mob</UnitName>
<UnitGroupingType>UnitGroupingType_Group</UnitGroupingType>
<Level>1</Level>
</UnitInstance>
<UnitInstance>
<UnitType>Unit_Peasant_Tarth</UnitType>
<UnitName>Rioting Mob</UnitName>
<UnitGroupingType>UnitGroupingType_Group</UnitGroupingType>
<Level>1</Level>
</UnitInstance>
</Encounter>
The fix is to match up the reference in the coreUnits.xml file.
In Quest_Slavers, there were a few errors that should be fixed... here is the list of them
<QuestObjectiveDef>
<ObjectiveID>0</ObjectiveID>
<NextObjectiveID>1</NextObjectiveID>
...
<QuestChoiceDef>
<Description>I'll return later.</Description>
<NextObjectiveID>0</NextObjectiveID>
</QuestChoiceDef>
</QuestObjectiveDef>
change the quest objective to go to 0.
<QuestObjectiveDef>
<ObjectiveID>3</ObjectiveID>
<NextObjectiveID>4</NextObjectiveID>
...
<QuestChoiceDef>
<Description>I'll return later.</Description>
<NextObjectiveID>0</NextObjectiveID>
</QuestChoiceDef>
</QuestObjectiveDef>
change the quest objective to go to 0. These two changes combined prevent the quest Infinite-loop problem.
The other major error in the quest comes on one of the conditions.
<QuestObjectiveDef>
<ObjectiveID>5</ObjectiveID>
<NextObjectiveID>6</NextObjectiveID>
<Description>The other freed slaves are moving off on their own.</Description>
<Treasure>
<GameModifier>
<ModType>Map</ModType>
<Attribute>CreateGoodieHut</Attribute>
<StrVal>Family Farm</StrVal>
<Unitclass>GH_Quest_RuinedHouse</Unitclass>
<Radius>3</Radius>
</GameModifier>
</Treasure>
<Treasure>
<GameModifier>
<ModType>Unit</ModType>
<Attribute>UnitJoinArmy</Attribute>
<StrVal>Unit_Quest_Farmgirl</StrVal>
<Unitclass>Unit</Unitclass>
</GameModifier>
</Treasure>
<QuestConditionDef>
<Objective>
<Icon>Mana_32.png</Icon>
<Text>Escort the girl home.</Text>
<IsOptional>0</IsOptional>
</Objective>
<Class>Success</Class>
<Type>ClearGoodieHut</Type>
<TextData>GH_Quest_RuinedHouse</TextData>
<MoreTextData>Unit_Quest_Farmgirl</MoreTextData>
<Flag>DestroyUnit</Flag>
<Flag>UnitMustBeEscorted</Flag>
<Flag>RevealTarget</Flag>
<CompletionText>The old farmer father thanks you for returning his granddaughter.</CompletionText>
</QuestConditionDef>
<QuestConditionDef>
<Objective>
<Icon>Mana_32.png</Icon>
<Text>Protect the girl from harm.</Text>
<IsOptional>0</IsOptional>
</Objective>
<Class>Failure</Class>
<Type>UnitKilled</Type>
<Faction>Player</Faction>
<TextData>Unit_Quest_Farmgirl</TextData>
<NumericData>1</NumericData>
<CompletionText>You failed to protect the girl and she died a most gruesome death. Rescued from one fate only to find a worse.</CompletionText>
</QuestConditionDef>
<QuestConditionDef>
<Objective>
<Icon>Mana_32.png</Icon>
<Text>Don't send the girl home alone.</Text>
<IsOptional>0</IsOptional>
</Objective>
<Class>Failure</Class>
<Type>ClearGoodieHut</Type>
<TextData>GH_Quest_RuinedHouse</TextData>
<MoreTextData>Unit_Quest_Farmgirl</MoreTextData>
<Flag>DestroyUnit</Flag>
<Flag>UnitUnescorted</Flag>
<CompletionText>While he's thankful she's safe at home again, your heroism is in question after sending her off by herself.</CompletionText>
</QuestConditionDef>
</QuestObjectiveDef>
The change here is to switch <MoreTextData> to <TextData> otherwise this poor farmgirl could die and the quest will never finish (successfully or not-successfully)
These errors were all found with my quest editor, so there may still be other errors that I haven't checked for. But this will make all these quests function properly.