I'm in the early design stage of a forthcoming Hard Sci-Fi expansion (Polar Winds), and still trying to scope out what I'm up against. With the old TQ engine/editor there were numerous glitches and problems Cat and others encountered, and I'm trying to get a better handle on what's STILL a problem, what might be fixed, and what things to look out for.
My understanding was, that major problems before were separable into "Engine" and "Editor" limitations.
EDITOR
The old TQ Editor tended to crash when too many or too large graphics/sounds/assets were loaded.
Is it safe to be more adventurous now? If not, how much is "too much"? if you've run into any blocks yet.
ENGINE
Sometimes Globals would glitch, and (some?, all?) would become uninitialized, or set to zero. Was this related to "too many globals" altogether? "too many expansions enabled"? Or something else? Or was it never really resolved?
What platform/s did this affect? I know iOS, but was it PC as well?
Are things "fixed" now? Or is that still unknown?
Any good recommended workarounds?
Any other good mysteries out there?
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I can report at least ONE editor/engine bug has been squashed.
Loading and playing custom MOD music files used to make the engine corrupt and crash (after playing mostly correctly). no more MODs = no more problems
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