How to efficiently test a mod

maconnolly

Warlord
Joined
Jun 3, 2019
Messages
210
I've been away a while and it feels like I need a bit of a brain jump-start to get myself back into my modding project. Code-wise, I'm back up to full-steam-ahead but it dawned on me that in my earlier work I never really nailed what I felt was an efficient, nor effective, method for testing my mod to ensure effects/things were working as intended.

For what I've done thus far, it was easy enough to fire up a new game, ensure things were in the right place (technologies/units/buildings available, slotted in the right place, etc), or perhaps use FireTuner to spawn some things to check effects that require interaction with some other entity (a unit, a district, a specific plot, etc).

However, this doesn't really work for things you wouldn't inherently see - such as AI diplomacy. Is there a tried-and-accepted method for querying the database that's in use in an active game to see what a value is at a point-in-time?

To use a simple, representative example - let's say I want to see the diplomacy attitude of a custom leader towards another civilization to validate the agendas I've created: what's the best way to do that?
 
I use the firetuner panels (in "debug" folder of the base installation folder of the game IIRC) and create my own or edit the existing panels

there is a panel for diplomacy
 
OK, so FireTuner is the right tool I suspect. I just need to poke around it a bit more.

Thanks @Gedemon - I will have a proper look over the coming days.
 
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