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Adding technolgy doesn\'t work right... little help?
I have come up with some additional technologies to use in my games. I've written them up in the Components.txt file and they work normally when I place then at the tail end of the file. But if I try to insert them in the middle of the file, say put my new engines after Quantam III's, the entire tech tree gets messed up. When I go into the game my designs and ships have components that I didn't put on them or have not even researched. If I put the engine designs back at the end of the file everything reverts to normal.
I'm leaving a line between component entries so what am I missing? What makes it work only if it's at the end of the file? Also have some new shields and construction bays and the same thing happens with them. |
Re: Adding technolgy doesn\'t work right... little help?
That is not unusual, changing the components file (and a few others) then resuming a saved game will cause that game to screw up. All you have to do is insert the items you made and start a new game. I am not sure what you mean by the “tech tree’ gets screwed up” you should check to make sure that the family numbers do not conflict with the other engines etc. Otherwise when adding new components and sometimes changing current components (depends on the amount of change) will cause a saved game to go nuts. Just start a new one.
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Re: Adding technolgy doesn\'t work right... little help?
Yep, the Tech Tree is a linked list. Add something into it and try to use the changed file with a new game and all the techs will be shifted. There's no way to change that unless you can get the source code. http://forum.shrapnelgames.com/images/icons/icon10.gif You can change certain parameters (weapon damage, resource costs) but you can't change the number of components or their order without causng problems.
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Re: Adding technolgy doesn\'t work right... little help?
I guess the designer wasn't thinking of the modability angle when he made that a linked list. Linked lists are okay for covering memory issues with certain kinds of records, but I never really liked the doggone things much. Pointers can be such pain.
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Re: Adding technolgy doesn\'t work right... little help?
Well in general, adding new technologies to a game in progress is not that great of an idea.
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Re: Adding technolgy doesn\'t work right... little help?
I needed to make sure they were accessible when they were supposed to be Fyron. But I would have to agree with you it wasn't the smartest idea in the world.
But thanks for the info and the help everyone! |
Re: Adding technolgy doesn\'t work right... little help?
With SE3 there was a program that allowed us to modify the tech tree similar to the map editor for SE4 - guess that this wasnt thought of though.
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Re: Adding technolgy doesn\'t work right... little help?
Except that shifting technologies, components, etc. around in SE3 also causes the exact same problems that it does in SE4 for existing savegames.
There is a program similar to the SE3 data editor, DavidG's SE4 Modder, which will allow you to mod SE4 in the same way manner as you could mod SE3. [ March 08, 2004, 22:19: Message edited by: Imperator Fyron ] |
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