Quest Editor

No promises…but I am lobbying for an in-game quest editor to make it relatively easy to create quests and events.

No promises…but I am lobbying for an in-game quest editor to make it relatively easy to create quests and events.
Cloth map looks sexier. Forests look straight out of a fantasy treasure map.
That does look badass.
Brad, do you seriously think you have any pull there at Stardock?
This would be cool. Quests are really weak right now IMO and open sourcing it would probably be easier than creating 100 good quests.
That would be great!!!!
Lobby, damn you, lobby!
If this happens, I would like to offer some ideas on UI. The Quest system is very complex and needs to allow for many many objectives. I think I can offer a helpful perspective on this if it gets the green light.
I may be oblivious but for the life of me I can't find the link to the new cloth map that is mentioned in the 2nd and 3d post - where am I not looking?
The cloth map looks really nice. It looks like... uhm, more of a cloth map. ^^
An official quest editor would be nice, I think a lot of people would like it.
Yes, I am interested in an in-game quest editor. Very interested.
A thousand times yes. It's things like this that add to the longevity of a game.
the more we can do from the workshop the closer people can come to making their perfect game without relying on modders to do everything (& hope that they're willing to make what you want), and would keep each person from having to learn all the modding tricks to obtain what they desire in the game.
Any thoughts been on adding the negotiation ability option to custom wildlands? As this plus the ability to pick a race from tha list would give us back minor factions, ones that we could make ourselves. I personally would like to make a minor faction out of a good percentage of Heavenfall's & Seanw3's summon creature list.
%100 support for in-game quests so far!
So does this mean there's going to be updates to the Cloth Map. I do rather enjoy playing on it, but would like different differentiation between what tile a forest/mountain begins and ends on, etc...
Why would a quest editor mean the map is getting an update?
Because people are saying that it looks better/sexier.
There is a picture with better cloth map art in the OP.
Yeah, but I can't seem to make it bigger than 1 inch x 1 inch... The only reason I ask, is that it runs okay on my work laptop (I travel a lot), but runs great on the cloth map. I like the whole statue look.
Weird. The picture is off in my browser. I didn't even notice. That looks amazing!
As to the ethereal Quest Editor I have some basic thoughts:
-Make sure it supports an infinite amount of objectives. I am currently averaging 5-20 objectives in my current efforts. The Labyrinth is close to 35 I believe.
-Please make the UI a drop down sort of deal where we can add a game modifier that pops in under the objective with all the requisite parts. Having each objective show a massive list of all the possible things an objective can do makes the UI scrolling painfully long and confuses the hell out of people.
-Objective 0 and objective 1 is confusing. Keep it how it is, but make sure the player can easily tell that the game starts at 0, not 1.
-Please get free with drop down box lists for items and monsters to be added. The more we can choose from a list, the faster things will go.
-Choosing the goodie hut and such would also be smart to be chosen from a list.
-Some things need to stay in highly custom format, though. Encounters need to have lots of room to choose the level and equipment of those units.
Just some basic ideas. I look forward to a final word on this as it would give me some modding competition from other users.
Will there be support for a quest/faction/mod/global event library like GC2?
Can we attach quests to a particular hero or to having a certain hero in our retinue and then meeting a certain faction trigger a quest with interesting consequences? (war for stealing Helen of Troy) and ideas like these?
I really like the quest editor feature. I hope it gets added.
Meaby it will be part of the planned "Workshop" button? ![]()
Sincerely
~ Kongdej
It would be fantastic if we could tie a quest to something that happens in the game, but only happens if 1. you have hired that hero or have that Sovereign, and 2. any other conditions must be true (with possibly a percentage chance included).
Also, it will be very welcome when we get other triggers for quests apart from population!
In E:wom I was able to trigger quest events from a champion's level. Note the unit's internalname used, which means each quest is specific that internalname.
<TriggerType>UnitLevel</TriggerType>
<TriggerStringData>Emperor_Karavox</TriggerStringData>
<TriggerData>7</TriggerData>
<TriggerOrigin>CapitalCity</TriggerOrigin>
<TriggerChance>1</TriggerChance>
<PostTriggerChance>5</PostTriggerChance>
Worth testing in FE, if any modder is up for it.
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