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-   -   Colony Glitch in Highliner Mod (http://forum.shrapnelgames.com/showthread.php?t=12037)

General Woundwort May 11th, 2004 09:57 AM

Colony Glitch in Highliner Mod
 
Please check your PMs

EDIT - thread name change

[ May 11, 2004, 19:15: Message edited by: General Woundwort ]

Will May 11th, 2004 10:01 AM

Re: Colony Glitch in Highliner Mod
 
Quote:

Originally posted by General Woundwort:
Please check your PMs
<font size="2" face="sans-serif, arial, verdana">We really don't like all the moodyness.

Sorry, I just had to make the pun http://forum.shrapnelgames.com/images/icons/icon10.gif

General Woundwort May 11th, 2004 11:36 AM

Re: Colony Glitch in Highliner Mod
 
Private Messages, you pervert. Get your mind out of the gutter. http://forum.shrapnelgames.com/images/icons/tongue.gif

Ed Kolis May 11th, 2004 06:18 PM

Re: Colony Glitch in Highliner Mod
 
The problem isn't loading population onto the colony modules, it's dropping onto a new colony - I can see the population icon next to my colony ship in the ship list, but when I drop the colony the people disappear http://forum.shrapnelgames.com/image...s/confused.gif

General Woundwort May 11th, 2004 08:13 PM

Re: Colony Glitch in Highliner Mod
 
That doesn't make any sense. I double-checked the automatic colony population value in the Settings file - it's '0' like it's supposed to be (a negative number would probably have errored out in any event). What planet type is your race?

Ed Kolis May 12th, 2004 05:38 PM

Re: Colony Glitch in Highliner Mod
 
Ice, no atmosphere.

General Woundwort May 13th, 2004 02:16 AM

Re: Colony Glitch in Highliner Mod
 
Well, it still doesn't make sense to me. The files seem to check out. Does anyone else out there with a little more modding experience have any ideas?

geoschmo May 13th, 2004 02:18 AM

Re: Colony Glitch in Highliner Mod
 
Ed, can you give a little more information? I feel like maybe some of the conversation occured in a PM and maybe there's a bit of info there that could help us figure it out.

Is this the game on PBW? Or a solo game you've been playing?

Suicide Junkie May 13th, 2004 02:25 AM

Re: Colony Glitch in Highliner Mod
 
What about the planetsize?
You do have a nonzero domed maxpop, right?

geoschmo May 13th, 2004 02:35 AM

Re: Colony Glitch in Highliner Mod
 
Quote:

Originally posted by Suicide Junkie:
What about the planetsize?
You do have a nonzero domed maxpop, right?

<font size="2" face="sans-serif, arial, verdana">That was my first thought, but I don't see any differences in the planetsize file. Certainly no 0 pop planets sizes.

geoschmo May 13th, 2004 02:37 AM

Re: Colony Glitch in Highliner Mod
 
On teh hunch that the problem is with the PBW game you guys are playing, i downloaded teh current turn and tried to open Ed's turn. But I am getting data file errors. Are you not still using Version 1.04a? Is there a new patch?

General Woundwort May 13th, 2004 09:42 AM

Re: Colony Glitch in Highliner Mod
 
It's 1.04b. I can e-mail you the patch if you need it. But I'm pretty sure the colony tech wasn't changed in that patch, and I know I didn't alter the basic planet files at any point in the mod.

General Woundwort May 13th, 2004 03:24 PM

Re: Colony Glitch in Highliner Mod
 
Quote:

Originally posted by geoschmo:
EDIT: Actually I found another thread here where you posted Version 1.04b and downloaded that. But I still get the data file errors on the turn. You haven't upgraded the mod since August of 2003?
<font size="2" face="sans-serif, arial, verdana">I have not. Can you tell me what exactly the file errors say? Maybe I can track it down from those.

geoschmo May 13th, 2004 04:11 PM

Re: Colony Glitch in Highliner Mod
 
The error I get is the SE4 error that says my data files don't match what was used to generate the turn. It's the standard message you get when using an incorrect mod. So the only conclusion I can reach is that the Version 1.04b I am trying to use to open the current turn is not the same Version 1.04b that you used to generate the current turn.

General Woundwort May 13th, 2004 05:25 PM

Re: Colony Glitch in Highliner Mod
 
Like you said, I haven't changed the mod files since the release of 1.04b Last August. The only change has been from 1.84 to 1.91 in the basic game's files. I'm going to try a test run with Ice/No Atmosphere race this weekend (after the A House Divided setup) and see what I can come up with.

geoschmo May 13th, 2004 11:48 PM

Re: Colony Glitch in Highliner Mod
 
Somewhere along the line something isn't right here GW. I am using Version 1.91 and I downloaded Version 1.04a from Fyron's website, and I got the 1.04b patch from here:

Link to 1.04b thread

I've tried it on 2 pcs and in both cases when I try to open the latest turn from your game I get the error telling me that the data files don't match.

I work with mods all the time and I know what I am doing. The only possible explanation here is that you all have modified your data files at some point and just don't remember doing it. Perhaps when 1.91 came out you made some changes and just gave them to the people in the game and didn't change the Version number?

If you would, zip up the data folder from the mod as it is on your pc and email it to me. I don't need the AI or picture files. Just the data folder and it's contents. That should do it.

Geoschmo

geoschmo May 14th, 2004 01:09 AM

Re: Colony Glitch in Highliner Mod
 
Quote:

Originally posted by General Woundwort:
It's 1.04b. I can e-mail you the patch if you need it. But I'm pretty sure the colony tech wasn't changed in that patch, and I know I didn't alter the basic planet files at any point in the mod.
<font size="2" face="sans-serif, arial, verdana">Yes, email it to me. I can't open the turn to even try to see what's happening without the current Version. http://forum.shrapnelgames.com/images/icons/icon7.gif

EDIT: Actually I found another thread here where you posted Version 1.04b and downloaded that. But I still get the data file errors on the turn. You haven't upgraded the mod since August of 2003?

Geoschmo

[ May 13, 2004, 12:50: Message edited by: geoschmo ]

General Woundwort May 14th, 2004 02:06 AM

Re: Colony Glitch in Highliner Mod
 
Check your e-mail.

geoschmo May 14th, 2004 02:27 PM

Re: Colony Glitch in Highliner Mod
 
Ok, that's better. You had modified teh components.txt file. Perhaps to take advantage fo 1.91 features? Works now.

I was able to look at the turn and I cannot see anything wrong with the mod.

Ed, I looked at the Last few turns before your colony ships reached their destinations, and none of them had any population on board. You said you saw the pop icon on the colony ships before landing, but the only ships I can find with pop icons are the non-colony ships you sent behind to load the empty colonies with. Sorry, but it looks like you maybe just made a mistake? Perhaps you were exploring with your colony ships and just forgot to put pop on them first? I know I've done it myself more times then I care to say. http://forum.shrapnelgames.com/images/icons/icon10.gif

Geoschmo

General Woundwort May 14th, 2004 02:44 PM

Re: Colony Glitch in Highliner Mod
 
Thanks for looking into this, Geo.

Ed Kolis May 14th, 2004 04:34 PM

Re: Colony Glitch in Highliner Mod
 
Hmm, I wonder why they weren't loading population when I ordered them to colonize, then... http://forum.shrapnelgames.com/image...s/confused.gif

geoschmo May 14th, 2004 06:03 PM

Re: Colony Glitch in Highliner Mod
 
Quote:

Originally posted by Ed Kolis:
Hmm, I wonder why they weren't loading population when I ordered them to colonize, then... http://forum.shrapnelgames.com/image...s/confused.gif
<font size="2" face="sans-serif, arial, verdana">That I don't know. I can't say for sure there isn't a problem, I just couldn't duplicate it myself. When I gave ships colonize orders they loaded population and then moved as they were supposed to. Try to keep an eye on it and if it happens again let me know.


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