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I hope you will manage something.
Having an massive map is a huge undertaking and finding a broken text in a script where it leads can be time consuming. Hopefully you have a system.
In general the mod editor behaves the same way. It shuts down on to many faulty messages like broken links and double resources IDs. But the thing is that bugs triggers in a level editor oddly enough making the level editor some of the best tool to debug a created mod. But it also creates a load on the memory.
I have a view of why that map cannot be opened. After creating several campaigns and mods, I have bad news
Your map(s) have extreme visuals that test the game engine. For example, a chaos rift is constantly on the abyss layer, together with a giant eldritch horror floating in the air. Chaos Rift can crash games in tactical battle. Imagine that on a layer alone on XL maps
I presume there is also a mod, and just by firing up the debug editor, I can notice abilities are broken, along with script errors. The level editor is constantly loading errors, and it takes in mod errors as well. With more errors, more memory is used, and if there are too many, it will simply stop working. If no errors are present, there are no memory issues, which became apparent to me when making campaigns
It's unfortunate that it led up to this point that the editor broke, but remember. If you potentially fix the errors inside the mod editor, you might be able to open the map in the level editor
It's a shame that this ends here, but if you lost your files...
Thanks for the 2 incredible maps.
Something I know from other games.
Would it be possible to reduce the mod scope by seperating it in submods ?
So units in mod 1 and 1 submod per map ? - or is the problem for the engine the number of mapscripts ?
It seems that at this point the engine is no longer able to handle the addition of further features. I have considered various solutions, but have not found any convincing ones. As a consequence, this means - unfortunately - that I have to leave the project unfinished.
I'm sad that many of the quests and features that were already planned will no longer find their way into the mod, but on the other hand I'm glad that the mod is at least fully playable and experienceable in its current state. I've had a lot of fun forging the Fate of Emrilia over the last 6 years and exchanging ideas with you. Many thanks for all the advice, hints, feedback and inspiration!