Question: Is there a cap on total number of 'turn' quests?

So, I'm playing around with the 1.2 beta right now.  I have a custom quest that has been working fine before.  It is triggered on turn 4.  Now, every time I hit turn 4 (or later if the starting city isn't built yet), some Mimbly quest shows up (usually the one with the 'Water' question).  The .xml shows that it isn't supposed to appear until turn 123 (Core Random Event Riddler6).  I originally had my 'custom' quest triggering on turn 3, but moved it to turn 4 to see if this would help.

Sooo, I commented out the Allies quest (<!--) in the CoreRandomEvent.xml, and now my quest is showing up again, and all is well.  I picked RandomEvent_Allies, because there is a similar quest (Quest_Allies).  I haven't tried commenting out any of the other random event quests instead yet...

Anyways, I'm wondering, is there some sort of cap working in the background on the number of turn based quests?  Or total number of quests allowed period?  If so, this might be useful information for the modding community to know about, or perhaps this cap needs to be bumped up a bit if it does exist.  Hence my posting this in the LH support section.

Looking at the file sizes, the Quest and Random Events files are still the same sizes as they were in 1.1 (I'm saving the old .xml in another location before I update), so I don't believe anything was added to either file between these two versions, but since I was able to add some quests under 1.1 with no issues, before the release of beta 1.2, maybe something changed with the update?

This may be something on my end as well, but it's just weird.  I'm using the vanilla randomevent.xml file, with no changes, btw (other than subsequently commenting out randomevent.allies as noted above, which fixed my problem for some reason).

 

5,923 views 6 replies
Reply #1 Top

 

Hmm...  No I haven't seen any issues with this.  The only thing I can think of is if you have the same internal name as the Mimbly quest and thats why the game is getting confused.

BtW, this is a mod question and should be in the mod forum.

Reply #2 Top

Thanks Derek!  It related to the beta 1.2, hence my posting it here.  I'll play with this a bit further and let you know if I discover anything further.  Mainly I just needed to know if there is a cap (and if maybe it had been adjusted with 1.2), and it doesn't appear, based on your response, that there is.  I didn't think there would be one, but when game programmers are allocating resources (memory addresses and such), well sometimes caps come into play to help performance.  Thanks again for the prompt answer!

I don't think this is a variable issue, though, unless there is currently a quest named Quest_AnOldFriend... but I'll assume it's on my end for now.

Feel free to move this thread if you feel the need, of course!

;)

Reply #3 Top


Yeah you should move it over to mod forums, there may be a problem with your xml. I do recall this occurring if there was a parsing error and it would flash up a random quest instead of your quest. You should check to ensure there are no parsing errors or other kinds of errors.

Reply #4 Top

OK, I just tried to move this over to modding, hence the thread here.  Still seeing the thread in LH Support, though...

Usually with forum software moving is left to mods, didn't realize we were allowed to move them ourselves.

Reply #5 Top

It has moved it takes awhile for the forums to update. Did you find errors with your quest you made?

Reply #6 Top

Hey Parrotmath!

No my particular quest is fine, as it has been for a bit.  There was another pair of quests where I have been overwriting the unit values (Quest_Spearman  and Quest_Archer), by duplicating these unit files in their entirety, in an attempt to assign a few new values. I've now renamed those unit files (Quest_Spearman2 and Quest_Archer2, yeah I'm so original with names), and as the original three quests that use the orginal files for these are currently commented out for now, the calls for the original files are now not being made at all.  On my end anyways. 

The slightly updated quests, with a slight change to the unit reward variables, and some sprucing up of the language, already have their own file now btw, with different Internal Names of course.

For anyone using this 'Quest mini-mod', this would mean changing the Quest and Random Event files when I release these updates, of course, but we've had that discussion already.  I hate doing it (like leaving well enough alone when possible), but not much choice I guess, for those who might be interested in more fully upgradable versions of those units, anyways...

As for my other quest (An Old Friend), that's a standalone, hence it'll probably get it's own release.

Maybe I can take this opportunity to revamp the language for the Random Allies Event so it isn't so much a clone of the Quest Allies event.  The only significant difference right now is the ability to gain a Janusk-type Champion named Wilbur along with the Quest_Spearmen, and it being a 'Turn' event instead of a 'Goodie Hut' event, so perhaps reworking the dialogue will help differentiate that Random Event a bit more.  Maybe introducing a different unit type (Swordsman instead of Spearman or some such) might help too.

Based on your earlier comment, I'm suspecting that the 'overwrite' of the units is probably where the problem lies, but it's still weird that it wasn't causing a (visible) problem in 1.1, but is under 1.2 beta.  I do need to finish test driving the 'new' quests under 1.2 to make sure they are working as intended.

Thanks again!  And thanks again Derek for your input r.e. this!