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Modding - Breaking Savegames
Was trying to mod in a lighter Version of Organic armor to Devnull mod, like Splinter armor or Ablative but regenerative, hoping to make a lighter Version that would be more useful with emissive armor (otherwise the emissive breaks before the organic as the weakest armor is the first to break).
First I tried just adding it in by changing OA itself (dividing cost, regeneration, structure and size by 5 in this case) but it broke my save so I moved on to try the same modification to a copy of the original and changing the names and family numbers as well, still broke. Anyone know a way I can do this without breaking the save? |
Re: Modding - Breaking Savegames
Is this a simul. game?
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Re: Modding - Breaking Savegames
Did you add additional entries? If so, place them at the end of the file, that way it will not interfere with present ship designs etc.
I'm not sure why changing the existing values to smaller amounts didn't work, it should. I could see if you increased the size, it might cause some designs to be over the limit and some problems but smaller...? |
Re: Modding - Breaking Savegames
What do you mean by "break" the savegame?
Could you not load it? Were the components of your designs mixed up? |
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Edit: Adding to the end didn't work either [ May 18, 2003, 19:53: Message edited by: MacLeod ] |
Re: Modding - Breaking Savegames
I thought armor regeneration and emissive ability didn't work for units...
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Edit: Adding to the end didn't work either[/QB][/quote] Did you add any new racial traits? If you can't load the savegame something very basic/important of the data file has been changed. Adding of new components/facilities alone will not cause this. |
Re: Modding - Breaking Savegames
That is protection against cheating in multiplayer.
You need to take your turns using the old mod, then have the host process using the new mod, If I Recall Correctly. |
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I only did exactly what I said I did, didn't even touch the racial traits file. I can confirm that it is absolutely undeniably the change I mentioned (which as I stated is the only one I made) is the cause, as if I remove the added lines from the end of the file, it loads fine. All I can assume now is something changed about how it handles this with the most recent SEIV patch. |
Re: Modding - Breaking Savegames
It could also be a double space after some entry you edited or changed, that would cause the remainder of the data to be 'ignored' and perhaps be responsible for a save-breaking error.
Try this: Take the original data file, copy the armor entries to the end of the file. Adjust their values and change their family number to something no other component has. This should work and the component should be listed at the end of available components when designing a ship. |
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Edit: Same error [ May 19, 2003, 22:52: Message edited by: MacLeod ] |
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That message should only appear in simultaneous games... When you give a "move" order to a ship, does it move immediately, or only after you hit end turn? (just to be really sure) |
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