Easy to trigger quest to test results

Joined
Jun 27, 2007
Messages
2,248
Location
Hamilton, Ontario
Is there a way to trigger an event right away so I can test the results of it without having to wait for it to occur on it's own?
 
I'm not sure what you mean by event, please explain further.

It is possible to make a new map size so that it is smaller, thus forcing players to meet / clash sooner (some mods already exist to make maps bigger, download them and tweak them to make maps smaller). In addition you can make the factions more aggressive if you want the event of war to break out.

You could update the unit costs (again some mods already do this) so that it only takes 1 turn to build a unit / research a tech / carry out a spy mission etc.

You should be able to build a new quest or mod an existing one so that the requirements come sooner but I haven't seen that yet (haven't looked at quests at all).
 
Sorry I meant quest when I said event. Don't know why I'm thinking in civ 4 terms.
And I thought of one way. Make it the clinic quest and give to 100% chance. That way I can get it at start.
 
Easy, no. Possible, yes

Start FireTuner/LiveTuner
  • Click on the Lua Console tab
  • Change the context drop-down to "Quests"
  • Execute
    • iPlayer = 0
    • iQuest = GameInfo.Quests["QUEST_STATION_FRESH_SPECIMENS"].ID
    • iParam1 = 0
    • StartQuest(iPlayer, iQuest, iParam1)

While iQuest = GameInfoTypes.QUEST_STATION_FRESH_SPECIMENS should also work, there have been reports that the GameInfoTypes data table doesn't play nicely with entries added by mods, so best to stick to the long-hand method

If your quest's OnStart() method needs more parameters (eg the Station Charter quest needs nearCityX, nearCityY, firstStationType and secondStationType) just add them after iParam1
 
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