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Old October 25th, 2007, 05:29 PM

Phlagm Phlagm is offline
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Default Re: Mod: Even Weirder Worlds *** Now 1.01

I'm going to start working that quest from scratch for the third time. What should happen is this: It starts at the beginning, and the Corrupted move through converting planets to machine worlds. Then the Tan Ru send a shout out.

Here's where I face my first problem with that quest:
1) If I put the tan ru homeworld in the game, and they don't load as a possible race, then the homeworld will be completely without tan ru. If I do put a fleet there, then it's possible that the game will load them and put two at their homeworld, in which case, they'll have 3. Otherwise they'll have one.

2) I considered making this quest behave differently and only start when you encountered Tan Ru, but then I ran into issues with ability to make races neutral (or leave them neutral in this one instance and make them aggressive whenever this mainquest didn't load). Then it would be like an ultra-rare mainquest since you'd only get it when you both got a mainquest AND got tanru to load.

3) Unfortunately I ran into some issues with the quest that were completely illogical. I made sure I had all parameters initialized, but still it was giving me fits. I posted about how I changed one number and it made something completely unrelated work, but whenever I put that back, it would fail.

I'll go back and work on this some more. I've been fighting it for a while. Unfortunately, in trying to bend the rules a bit to keep the quests from all being identical, I seem to be finding ones that break.
 

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