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Modding Oddity Question (an Odd Mod Question?)
I've added several racial traits to the game for a mod I'm working on, but I've run into a puzzling bug. (Gold v1.67)
Racial Trait A gives techs A-1 and A-2; start level 1, raise level 0, max level 10, racial tech 8. Racial Trait B gives tech B-1; start level 1, raise level 0, max level 5, racial tech 11. Everything works fine in a low tech start. The problem comes when I have a full tech start (all techs researched, right?). Techs A-1 and A-2 are completed (level 10), but tech B-1 is still back at level 1! When I changed the Raise Level to 5 and tried a medium tech start, the other two techs worked fine, and B-1 was still at level 1! I tried renaming B-1, but no dice--same problem. I made a copy of B-1 with a different name--great, the copy is fully researched, but B-1 still isn't. http://forum.shrapnelgames.com/images/icons/icon8.gif Delete B-1--Copy of B-1 now has the bug. http://forum.shrapnelgames.com/images/icons/icon8.gif Completely delete B-1 and its copy; hand-type new entry for B-1 higher up in file (it was the Last tech area)-- http://forum.shrapnelgames.com/images/icons/icon8.gif *getting balder by the minute* Looking over the new components that required different levels of B-1, I decided that they would all be better off requiring A-1 or A-2 anyway, so I changed the tech reqs accordingly. However, I had one level of CI which required B-1 level 1, so I changed the max level to 1. New settings: Low tech start, everything's great, all components in proper areas. Full tech start--WITW? B-1 is fully researched (1 level), as is A-2 (10 levels); but now A-1 is stuck at level 1?!?! http://forum.shrapnelgames.com/images/icons/icon8.gif http://forum.shrapnelgames.com/image...s/confused.gif http://forum.shrapnelgames.com/images/icons/icon8.gif http://forum.shrapnelgames.com/images/icons/shock.gif http://forum.shrapnelgames.com/images/icons/icon9.gif What on earth could cause such a bug? I am confused beyond words. I know it's not a memory thing; I have plenty of free RAM, and I've rebooted twice in the process. Help!!!!!! ----------------------- "The Very Very Very Confused" Krsqk |
Re: Modding Oddity Question (an Odd Mod Question?)
Can you post a zip of the data folder?
Is it Gold or old and what patch? |
Re: Modding Oddity Question (an Odd Mod Question?)
heh... sorry, was like 3:30am here and I was lucky enough to see the keyboard. Thanks for the slap and point though http://forum.shrapnelgames.com/images/icons/icon7.gif
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Re: Modding Oddity Question (an Odd Mod Question?)
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>I've added several racial traits to the game for a mod I'm working on, but I've run into a puzzling bug. (Gold v1.67)<hr></blockquote>
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Re: Modding Oddity Question (an Odd Mod Question?)
I've done some more testing, and I've narrowed the problem down to the Components.txt file. Only Racial Trait 8 is having the problem now. When I copy the default Components.txt file over my new one, the full tech option works perfectly. Now I'm really confused. I found some abilities that didn't have a Val 1 but should have; but that didn't fix anything (except the armor regen http://forum.shrapnelgames.com/images/icons/icon7.gif ). Please help if you have any ideas.
[EDIT] I finally tracked down the error. It seems SEIV doesn't like having one tech area allow more than one colonizing ability. My universal colonizer component was the problem. When I split it up into three components, it still messed up; but when I made it into three separate tech areas, the game treated full tech just fine. [ 14 April 2002: Message edited by: Krsqk ]</p> |
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