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Old July 19th, 2006, 07:09 PM
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Default Modmakers: Lessons Learned the Hard Way

I'm grateful for what documentation there is for modmaking, but the absence of any kind of debugging tools and the fact there are gaping holes in the documentation require anything but the most simple modfications to require a lot of painful guesswork. I thought I'd share some of the things I figuree out after much effort, and maybe some of the other modmakers will do the same.

1. Make sure you have enough actual quest "events" to meet the "events" number in the distribution.ini file... or the mod will crash without a hint. E.g. if the "large" map calls for 5 events, make sure 5 event quests are available in the game.ini file!

2. Same for races - the distribution.ini file will designate a certain number of ALLYs and Enemies.

3. If your mod works on smaller map sizes but not larger, the problem might be #1 or #2. If the error is intermittent, it might also be a "STAR" or "planet" definition in one of your qeusts, which is only being called on larger maps because more such quests are trying to be randomly generated.

4. If your mod works on larger map sizes but not smaller, you might have too many "always" quests of certain types. I'm not certain of this, but it seemed to fix a problem for me.
 

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